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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7326899" data-attributes="member: 29398"><p>Which leaves the DM pretty much two options.</p><p></p><p>This is one:</p><p></p><p></p><p>And the other is to hit the curveball the players have pitched, and play out whatever and wherever their wanderings take them to. Sometimes (actually surprisingly often IME) a new or modified story will soon suggest itself, other times you-as-DM might have to come up with something; and most times it's a combination of both: a story idea suggests itself through what the players have done and-or where thier interests seem to lie, and then the DM fleshes it out and expands it into something that'll keep the game going for a while.</p><p></p><p>All of this is quite true.</p><p></p><p>The ideal, of course, is that the players voluntarily stay on plot <em>because they find said plot/story interesting and-or engaging enough to want to play it out</em>. Which means that in a DM-driven game it's squarely on the DM to come up with a plot/story good enough to capture the interest and imagination of her players, if this is going to work.</p><p></p><p>EDIT to add: another aspect of this is that if a story doesn't seem to be capturing the interest of the players (and gawds know I've had my share of these!) it's usually pretty easy to find a way to drop that story or shunt it into the background and replace it with something else, or a side trek.</p><p></p><p>Lan-"sometimes this works, sometimes it doesn't"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7326899, member: 29398"] Which leaves the DM pretty much two options. This is one: And the other is to hit the curveball the players have pitched, and play out whatever and wherever their wanderings take them to. Sometimes (actually surprisingly often IME) a new or modified story will soon suggest itself, other times you-as-DM might have to come up with something; and most times it's a combination of both: a story idea suggests itself through what the players have done and-or where thier interests seem to lie, and then the DM fleshes it out and expands it into something that'll keep the game going for a while. All of this is quite true. The ideal, of course, is that the players voluntarily stay on plot [I]because they find said plot/story interesting and-or engaging enough to want to play it out[/I]. Which means that in a DM-driven game it's squarely on the DM to come up with a plot/story good enough to capture the interest and imagination of her players, if this is going to work. EDIT to add: another aspect of this is that if a story doesn't seem to be capturing the interest of the players (and gawds know I've had my share of these!) it's usually pretty easy to find a way to drop that story or shunt it into the background and replace it with something else, or a side trek. Lan-"sometimes this works, sometimes it doesn't"-efan [/QUOTE]
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