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What is *worldbuilding* for?
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<blockquote data-quote="Ovinomancer" data-source="post: 7333531" data-attributes="member: 16814"><p>Yeah... I have to agree that's a bit much. Not my cuppa. But, [MENTION=29398]Lanefan[/MENTION]'s players have been at it with him for ages, so clearly they like this kind of thing.</p><p></p><p>I think there's room for that kind of game next to one that doesn't plan anything and just rolls with what happens in the game. I prefer a middle ground - I like to have my story beats in the game, but I'm loose with them and adapt those beats to the ones the players bring. Usually, at the beginning of a game, my beats are loudest, as I'm setting the hooks of the setting into the players and their characters and establishing some concepts. But, by the end, it's almost all player beats driving the game as we're doing what they want in the setting and I'm only occasionally resounding an earlier beat here or there. My current game just started. It's a hexcrawl exploration. My beats are 'you're from somewhere else and came here unexpectedly through a portal -- why was that?" and "this world is dangerous, with things from all over, and you're stuck here, you have to find a way to survive." To those, I set a small fortified hamlet so they can have a home base, populated with with some characters with personality hooks and talents that the players can engage, and set up some immediate tasks that the hamlet needed for safety as tasks for the party. Now, they're still only 3rd, but their deciding where they want to go based on where they want to explore and what resources they want and what rumors of what's been seen nearby. For instance, they really wanted to go investigate a stone circle a few miles to the north until the hamlet's sheriiff (for an easy handle, that's not what he is) said that one of his scouts claimed they saw a "Tinnysore Next, whatever that is, up that'away a few weeks ago." That ended that idea and they're now exploring south.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7333531, member: 16814"] Yeah... I have to agree that's a bit much. Not my cuppa. But, [MENTION=29398]Lanefan[/MENTION]'s players have been at it with him for ages, so clearly they like this kind of thing. I think there's room for that kind of game next to one that doesn't plan anything and just rolls with what happens in the game. I prefer a middle ground - I like to have my story beats in the game, but I'm loose with them and adapt those beats to the ones the players bring. Usually, at the beginning of a game, my beats are loudest, as I'm setting the hooks of the setting into the players and their characters and establishing some concepts. But, by the end, it's almost all player beats driving the game as we're doing what they want in the setting and I'm only occasionally resounding an earlier beat here or there. My current game just started. It's a hexcrawl exploration. My beats are 'you're from somewhere else and came here unexpectedly through a portal -- why was that?" and "this world is dangerous, with things from all over, and you're stuck here, you have to find a way to survive." To those, I set a small fortified hamlet so they can have a home base, populated with with some characters with personality hooks and talents that the players can engage, and set up some immediate tasks that the hamlet needed for safety as tasks for the party. Now, they're still only 3rd, but their deciding where they want to go based on where they want to explore and what resources they want and what rumors of what's been seen nearby. For instance, they really wanted to go investigate a stone circle a few miles to the north until the hamlet's sheriiff (for an easy handle, that's not what he is) said that one of his scouts claimed they saw a "Tinnysore Next, whatever that is, up that'away a few weeks ago." That ended that idea and they're now exploring south. [/QUOTE]
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