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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7327105" data-attributes="member: 42582"><p>Those are not the only atlernatives.</p><p></p><p>A well-established alternative is the one I posted upthread (in replay to [MENTION=59082]Mercurius[/MENTION]), put forward in summary form (but in no sense invented) by Eero Tuovinen.</p><p></p><p>Instead of the GM hoping to hook the players and keep them on the rails of plot, the players build PCs with "hooks" for the GM and the GM etablishes situations that speak to those player-evinced flags. It doesn't depend upon luck, nor upon any particular skill (I started GMing in this fashion as a teenager in the second half of the 80s; the player hooks, on that occasion, were provided by the Oriental Adventures character generation process). But nor does it involve the players "wandering". If the GM is doing his/her job properly, then play will be rather focused (I mean, it may or may not traverse a wide geographic scope, but whether or not it does will be a secondary matter).</p><p></p><p>Again, a completely function alternative is for the referee to abandon the pre-conceived plot/story and instead focus on the player signals as to what they find interesting!</p><p></p><p>I don't understand what you mean by "If there's no doubt involved"?</p><p></p><p>If something significant is at stake - <em>Is the mace I left behind still here</em>? - then the dice are rollled. If nothing is at stake (eg <em>do the angels, whom we'ver befriend by lifting the curse on them, show us to the reliquary</em>?), then the referee says "yes".</p><p></p><p>It's not a very complicated technique.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7327105, member: 42582"] Those are not the only atlernatives. A well-established alternative is the one I posted upthread (in replay to [MENTION=59082]Mercurius[/MENTION]), put forward in summary form (but in no sense invented) by Eero Tuovinen. Instead of the GM hoping to hook the players and keep them on the rails of plot, the players build PCs with "hooks" for the GM and the GM etablishes situations that speak to those player-evinced flags. It doesn't depend upon luck, nor upon any particular skill (I started GMing in this fashion as a teenager in the second half of the 80s; the player hooks, on that occasion, were provided by the Oriental Adventures character generation process). But nor does it involve the players "wandering". If the GM is doing his/her job properly, then play will be rather focused (I mean, it may or may not traverse a wide geographic scope, but whether or not it does will be a secondary matter). Again, a completely function alternative is for the referee to abandon the pre-conceived plot/story and instead focus on the player signals as to what they find interesting! I don't understand what you mean by "If there's no doubt involved"? If something significant is at stake - [i]Is the mace I left behind still here[/i]? - then the dice are rollled. If nothing is at stake (eg [i]do the angels, whom we'ver befriend by lifting the curse on them, show us to the reliquary[/i]?), then the referee says "yes". It's not a very complicated technique. [/QUOTE]
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