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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7323841" data-attributes="member: 42582"><p>Because, in your post, you said that the players get a certain sense - I would describe it as a certain sort of character <em>depth</em>, though I don't think that's a word you actually used - you characterised it by contrast to a PC sheet as a set of numbers, which I take to be a certain sort of <em>shallowness</em>, and referred to <em>connection </em>and <em>investment</em>, which seem to me like elements of depth, or - if you prefer - <em>richness</em>.</p><p></p><p>You described this being achieved by the GM making certain decisions - eg "I picked an area of the continent that I didn't have any specific plans for, and that is now "Verdania, Land of the Forest People" with a history that goes back a thousand years."</p><p></p><p>I am asking if you think your players could achieve the same sense if they made the relevant decisions, rather than the GM - eg the player writes the thousand-year history of Verdania, Land of the Forest People. Your earlier post doesn't answer that question.</p><p></p><p>You do imply that you want to exercise a veto-power over player backstories for PC, with this example:</p><p></p><p style="margin-left: 20px"></p><p></p><p>But that doesn't seem to be an example of establishing the sense of PC depth that you go on to describe.</p><p></p><p>If you don't want to answer my question, of course that's your prerogative. But I think it is relevant to the thread topic. Eg if the answer is "No", then that clearly identifies one thing that GM worldbuilding is for, namely, a device to let players (your players at least, maybe others if your players aren't unique) get that sense of character depth.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7323841, member: 42582"] Because, in your post, you said that the players get a certain sense - I would describe it as a certain sort of character [I]depth[/I], though I don't think that's a word you actually used - you characterised it by contrast to a PC sheet as a set of numbers, which I take to be a certain sort of [I]shallowness[/I], and referred to [I]connection [/I]and [I]investment[/I], which seem to me like elements of depth, or - if you prefer - [I]richness[/I]. You described this being achieved by the GM making certain decisions - eg "I picked an area of the continent that I didn't have any specific plans for, and that is now "Verdania, Land of the Forest People" with a history that goes back a thousand years." I am asking if you think your players could achieve the same sense if they made the relevant decisions, rather than the GM - eg the player writes the thousand-year history of Verdania, Land of the Forest People. Your earlier post doesn't answer that question. You do imply that you want to exercise a veto-power over player backstories for PC, with this example: [indent][/indent] But that doesn't seem to be an example of establishing the sense of PC depth that you go on to describe. If you don't want to answer my question, of course that's your prerogative. But I think it is relevant to the thread topic. Eg if the answer is "No", then that clearly identifies one thing that GM worldbuilding is for, namely, a device to let players (your players at least, maybe others if your players aren't unique) get that sense of character depth. [/QUOTE]
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