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What is *worldbuilding* for?
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<blockquote data-quote="chaochou" data-source="post: 7324581" data-attributes="member: 99817"><p>You've probably run it more recently than me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But my memory is that the books don't offer a lot of detail on exactly how play starts. In other words, they don't say: <em>As GM you create and own the world and everything in it</em></p><p></p><p>They say something more like: Sit down as a group and discuss what the game's going to be. Are you going to be a bunch of criminals in a big city, or hardened adventurers delving into forgotten ruins?</p><p></p><p>I don't remember BW explaining step-by-step how you get from that initial idea (let's call it the theme), to having enough explicit detail about the setting to write character beliefs. But, I think it's clear from <em>actual play</em> that it doesn't involve secret GM setting creation. Instead you start with the theme and have a conversation, until the back and forth of ideas and suggestions coalesces into an opening situation.</p><p></p><p></p><p></p><p>I've said it before - Traveller is the one game of its era I admire more and more with each passing year. It's a superb piece of game design, years ahead of its time, with equally wonderful and evocative graphic design.</p></blockquote><p></p>
[QUOTE="chaochou, post: 7324581, member: 99817"] You've probably run it more recently than me :) But my memory is that the books don't offer a lot of detail on exactly how play starts. In other words, they don't say: [I]As GM you create and own the world and everything in it[/I] They say something more like: Sit down as a group and discuss what the game's going to be. Are you going to be a bunch of criminals in a big city, or hardened adventurers delving into forgotten ruins? I don't remember BW explaining step-by-step how you get from that initial idea (let's call it the theme), to having enough explicit detail about the setting to write character beliefs. But, I think it's clear from [I]actual play[/I] that it doesn't involve secret GM setting creation. Instead you start with the theme and have a conversation, until the back and forth of ideas and suggestions coalesces into an opening situation. I've said it before - Traveller is the one game of its era I admire more and more with each passing year. It's a superb piece of game design, years ahead of its time, with equally wonderful and evocative graphic design. [/QUOTE]
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