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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7324413" data-attributes="member: 42582"><p>[MENTION=23935]Nagol[/MENTION]</p><p></p><p>Ron Edwars has <a href="http://www.indie-rpgs.com/articles/15/" target="_blank">a</a> <a href="http://www.indie-rpgs.com/articles/3/" target="_blank">couple</a> of interesting posts about the role of ingame time in play:</p><p></p><p style="margin-left: 20px">Metagame time . . . refers to time-lapse among really-played scenes: can someone get to the castle before someone else kills the king; can someone fly across Detroit before someone else detonates the Mind Bomb. Metagame time isn't "played," but its management is a central issue for scene-framing and the outcome of the session as a whole.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">in-game time . . is a causal constraint . . . it constrains metagame time. In-game time at the fine-grained level (rounds, seconds, actions, movement rates) sets incontrovertible, foundation material for making judgments about hours, days, cross-town movment, and who gets where in what order. I recommend anyone who's interested to the text of DC Heroes for some of the most explicit text available on this issue throughout the book.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[An example of adjudicating in this fashion - ie prioritising in-game time as a constraint on "metagame time" and hence scene-framing and the possibilities for action declaration]:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The time to traverse town with super-running is deemed insufficient to arrive at the scene, with reference to distance and actions at the scene, such that the villain's bomb does blow up the city. (The rules for DC Heroes specifically dictate that this be the appropriate way to GM such a scene).</p><p></p><p>Would this be one possible example of your idea of world-building setting constraints and providing levers?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7324413, member: 42582"] [MENTION=23935]Nagol[/MENTION] Ron Edwars has [url=http://www.indie-rpgs.com/articles/15/]a[/url] [url=http://www.indie-rpgs.com/articles/3/]couple[/url] of interesting posts about the role of ingame time in play: [indent]Metagame time . . . refers to time-lapse among really-played scenes: can someone get to the castle before someone else kills the king; can someone fly across Detroit before someone else detonates the Mind Bomb. Metagame time isn't "played," but its management is a central issue for scene-framing and the outcome of the session as a whole. in-game time . . is a causal constraint . . . it constrains metagame time. In-game time at the fine-grained level (rounds, seconds, actions, movement rates) sets incontrovertible, foundation material for making judgments about hours, days, cross-town movment, and who gets where in what order. I recommend anyone who's interested to the text of DC Heroes for some of the most explicit text available on this issue throughout the book. [An example of adjudicating in this fashion - ie prioritising in-game time as a constraint on "metagame time" and hence scene-framing and the possibilities for action declaration]: The time to traverse town with super-running is deemed insufficient to arrive at the scene, with reference to distance and actions at the scene, such that the villain's bomb does blow up the city. (The rules for DC Heroes specifically dictate that this be the appropriate way to GM such a scene).[/indent] Would this be one possible example of your idea of world-building setting constraints and providing levers? [/QUOTE]
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