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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7328897" data-attributes="member: 29398"><p>While I've quoted [MENTION=16814]Ovinomancer[/MENTION] here as the points raised lead nicely into what I want to say, this is mainly for [MENTION=42582]pemerton[/MENTION] .</p><p></p><p>This, along with consistently referencing "Gygaxian play" as if it's something to be avoided at all costs (while, ironically, quoting Gygax when it bolsters his argument), is the foundation for my comment a few pages back about slighting other forms of play.</p><p></p><p>This is way cool, and points again to my repeated assertion that with a half-decent DM the players shouldn't be able to tell the difference between prepped content and on-the-fly content. (though my questions then become 1. why are they looking for the difference, and 2. why do they care)</p><p></p><p>And this. If you don't trust the DM, what's the point?</p><p></p><p>When I get on an airplane I trust that the pilot is going to get us into the air and, later, get us back on the ground in one piece at the airport we're supposed to be flying to.</p><p></p><p>Similarly, when I sit down at a D&D table I trust that the DM is going to present an entertaining game with a consistent (or maybe a better term is reliable?) setting and that - despite occasional moments of unfairness that may be generated from either side of the screen - the game will be fair in an overall sense. I trust her to have come up with an interesting story or plot or reason for us to go adventuring. I also trust her to be able to accept that her storyline might be abandoned by the players / PCs in favour of something else that catches our interest (in the airplane analogy, sometimes the passengers choose or change the destination mid-flight), and to be able to run with that (set course for a different airport and keep on flyin').</p><p></p><p>I'm also aware that no DM is perfect, and mistakes happen on both a small (rule misinterpretation) and large (man this adventure sucks!) scale; and can live with that. If she realizes and owns up to her mistakes either now or later, even better! <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>On the flip side, when I'm the DM I try (and succeed most but by no means all of the time) to be the DM I'd want to have as a player.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7328897, member: 29398"] While I've quoted [MENTION=16814]Ovinomancer[/MENTION] here as the points raised lead nicely into what I want to say, this is mainly for [MENTION=42582]pemerton[/MENTION] . This, along with consistently referencing "Gygaxian play" as if it's something to be avoided at all costs (while, ironically, quoting Gygax when it bolsters his argument), is the foundation for my comment a few pages back about slighting other forms of play. This is way cool, and points again to my repeated assertion that with a half-decent DM the players shouldn't be able to tell the difference between prepped content and on-the-fly content. (though my questions then become 1. why are they looking for the difference, and 2. why do they care) And this. If you don't trust the DM, what's the point? When I get on an airplane I trust that the pilot is going to get us into the air and, later, get us back on the ground in one piece at the airport we're supposed to be flying to. Similarly, when I sit down at a D&D table I trust that the DM is going to present an entertaining game with a consistent (or maybe a better term is reliable?) setting and that - despite occasional moments of unfairness that may be generated from either side of the screen - the game will be fair in an overall sense. I trust her to have come up with an interesting story or plot or reason for us to go adventuring. I also trust her to be able to accept that her storyline might be abandoned by the players / PCs in favour of something else that catches our interest (in the airplane analogy, sometimes the passengers choose or change the destination mid-flight), and to be able to run with that (set course for a different airport and keep on flyin'). I'm also aware that no DM is perfect, and mistakes happen on both a small (rule misinterpretation) and large (man this adventure sucks!) scale; and can live with that. If she realizes and owns up to her mistakes either now or later, even better! :) On the flip side, when I'm the DM I try (and succeed most but by no means all of the time) to be the DM I'd want to have as a player. Lanefan [/QUOTE]
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