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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7329001" data-attributes="member: 42582"><p>Well, personally the second thing here gives me a reason not to have the first thing - ie a "plot" to which the map (or whatever) is crucial. </p><p></p><p>Where I would disagree with this is about barrier to entry. I actually don't think it's that hard to run a non-preauthored setting game <em>if that's what the players want</em>. Provided the players actually buy in (not just in abstract principle, but in the concrete details of their build and play of their PCs) then knowledge of a few trops from comics, TV shows or movies will get even a new GM a long way.</p><p></p><p>There are some "traps for new players" in at least some RPG systems - eg how do fiat spells fit into a "say 'yes' or roll the dice" game? But these abilities are notorious for causing headaches in other styles too, so it's not like the new "indie" GM is at any special disadvantage!</p><p></p><p>Of course I agree that if the GM is running "setting tourism" then it's incumbent on him/her to make sure it's a fun tour! (ie if you're going to go omnipotent GM, then go all in!) - two sessions hunting for the next map, or whatever, to get to the next interesting bit, is pretty hard to take.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7329001, member: 42582"] Well, personally the second thing here gives me a reason not to have the first thing - ie a "plot" to which the map (or whatever) is crucial. Where I would disagree with this is about barrier to entry. I actually don't think it's that hard to run a non-preauthored setting game [I]if that's what the players want[/I]. Provided the players actually buy in (not just in abstract principle, but in the concrete details of their build and play of their PCs) then knowledge of a few trops from comics, TV shows or movies will get even a new GM a long way. There are some "traps for new players" in at least some RPG systems - eg how do fiat spells fit into a "say 'yes' or roll the dice" game? But these abilities are notorious for causing headaches in other styles too, so it's not like the new "indie" GM is at any special disadvantage! Of course I agree that if the GM is running "setting tourism" then it's incumbent on him/her to make sure it's a fun tour! (ie if you're going to go omnipotent GM, then go all in!) - two sessions hunting for the next map, or whatever, to get to the next interesting bit, is pretty hard to take. [/QUOTE]
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