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What is *worldbuilding* for?
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<blockquote data-quote="Sebastrd" data-source="post: 7335503" data-attributes="member: 21473"><p>Let me break it down for you.</p><p></p><p>The entirety of an RPG revolves around generating a shared fiction. That fiction is established in three ways:</p><p></p><ol> <li data-xf-list-type="ol">A player declares an action and/or rolls some dice, and the GM tells them some stuff they made up two days ago.</li> <li data-xf-list-type="ol">A player declares an action and/or rolls some dice, and the GM tells them some stuff they made up on the spot.</li> <li data-xf-list-type="ol">A player declares an action and/or rolls some dice, and the player tells the GM some stuff the player made up on the spot.</li> </ol><p></p><p>Personally, I don't see any functional difference between the three, while your contention seems to be that options 2 and 3 are acceptable, but option 1 is not. I wouldn't want to play in any game wherein only one of the above options was utilized - each of the three are best in different situations. Folks are interpreting your opinions as "pejorative", because you say things like "the GM reading stuff from his/her notes is a significant goal of play". As if we all sat down around the table for a GM to read us a story. You also continually use examples of bad GMing to make your point that option 1 is a bad thing. A good GM will not send his players on a wild goose chase through the mansion for a map macguffin. That would be akin to describing <em>your</em> style of play as the GM forces the players to go through every room of the mansion rolling perception checks until they hit a target DC to find a map no matter how long that takes or how little sense it makes that they finally found the map in the privy.</p><p></p><p>The games I run utilize all three of the above options to establish the shared fiction. Even the fiction that I've "pre-authored" can be impacted (or changed entirely if the situation calls for it) at any time by the players' actions - they are the heroes after all. "My" game world is simply the canvas on which they create our art. Constraint breeds creativity, and my "pre-authored" <em>and</em> on-the-spot decisions <em>can</em> serve as constraint for the players.</p></blockquote><p></p>
[QUOTE="Sebastrd, post: 7335503, member: 21473"] Let me break it down for you. The entirety of an RPG revolves around generating a shared fiction. That fiction is established in three ways: [LIST=1] [*]A player declares an action and/or rolls some dice, and the GM tells them some stuff they made up two days ago. [*]A player declares an action and/or rolls some dice, and the GM tells them some stuff they made up on the spot. [*]A player declares an action and/or rolls some dice, and the player tells the GM some stuff the player made up on the spot. [/LIST] Personally, I don't see any functional difference between the three, while your contention seems to be that options 2 and 3 are acceptable, but option 1 is not. I wouldn't want to play in any game wherein only one of the above options was utilized - each of the three are best in different situations. Folks are interpreting your opinions as "pejorative", because you say things like "the GM reading stuff from his/her notes is a significant goal of play". As if we all sat down around the table for a GM to read us a story. You also continually use examples of bad GMing to make your point that option 1 is a bad thing. A good GM will not send his players on a wild goose chase through the mansion for a map macguffin. That would be akin to describing [I]your[/I] style of play as the GM forces the players to go through every room of the mansion rolling perception checks until they hit a target DC to find a map no matter how long that takes or how little sense it makes that they finally found the map in the privy. The games I run utilize all three of the above options to establish the shared fiction. Even the fiction that I've "pre-authored" can be impacted (or changed entirely if the situation calls for it) at any time by the players' actions - they are the heroes after all. "My" game world is simply the canvas on which they create our art. Constraint breeds creativity, and my "pre-authored" [I]and[/I] on-the-spot decisions [I]can[/I] serve as constraint for the players. [/QUOTE]
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