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What is *worldbuilding* for?
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<blockquote data-quote="hawkeyefan" data-source="post: 7336645" data-attributes="member: 6785785"><p>I didn’t mean to imply that I didn’t find your analysis provocative. I honestly think of the two scenarios described, your DW take on things is far preferrable. I would much rather have PC investment in such an NPC, and also some kind of motovation for her. Even if all the details aren’t sorted yet, I like to have a general sketch. The mechanics of DW certainly help in that regard. I don’t know if I’d say they are essential to achieve what you did, but I can see how they lend themselves to that.</p><p></p><p>I think that if I were to design this encounter, I’d likely have arrived at something closer to your DW example. Although I don’t play DW, so I would have arrived at it using different methods. I also don’t think that Lanefan presented his scenario as clearly as he could have....I think he was loosely describing a scenario in hope that the broader strokes would illustrate his point. As such, it’s difficult for me to analyze it very much. </p><p></p><p>To address each of your listed items is then difficult, because one example is clearly drawn while the other is not. I don’t know if it’s fair to assess the two approaches based on these examples. Instead, I’ll focus on your example:</p><p></p><p>(a) setting generation- the DW mechanics are interesting, they add to the setting and involve the PCs in the setting- always good in my opinion</p><p>(b) initial situation generation and related framing- the DW method creates a sense of immediacy; this NPC must be dealt with in some way</p><p>(c) offscreen-part moving/move-making by the GM- here is where the unclear areas of the Harlot example Lanefan gave make discussion difficult- without knowing the reasons for keeping her role as a spy secret, I can’t say if it’s justifiable- personally, I’d have at the very least establised that there was more to her than there seemed</p><p>(d) information (or lacktherof) and player decision-points/action declarations- depending on the role she takes, there are many possibilities here, a complication of what kind? How can the complication be resolved? I like how this is going to make the player make some decisions, but it still feels like a lot of this is left up to the GM. </p><p>(e) the evolution of the gamestate from the initial state to subsequent states- I think it helps drive the play forward, it goves the PCs an immediate goal or obstacle. My concern is that perhaps this is a bit distracting? Depending upon what the PCs were doing until this character was introduced. I’m sure that’s not necessarily the case, but it seems possible.</p><p></p><p>Again, sorry if it seems like I’m dodging the question. I just feel that the initial example offered by Lanefan is too vague to analyze and to contrast it to your version. </p><p></p><p>Would an example from my own game maybe help?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7336645, member: 6785785"] I didn’t mean to imply that I didn’t find your analysis provocative. I honestly think of the two scenarios described, your DW take on things is far preferrable. I would much rather have PC investment in such an NPC, and also some kind of motovation for her. Even if all the details aren’t sorted yet, I like to have a general sketch. The mechanics of DW certainly help in that regard. I don’t know if I’d say they are essential to achieve what you did, but I can see how they lend themselves to that. I think that if I were to design this encounter, I’d likely have arrived at something closer to your DW example. Although I don’t play DW, so I would have arrived at it using different methods. I also don’t think that Lanefan presented his scenario as clearly as he could have....I think he was loosely describing a scenario in hope that the broader strokes would illustrate his point. As such, it’s difficult for me to analyze it very much. To address each of your listed items is then difficult, because one example is clearly drawn while the other is not. I don’t know if it’s fair to assess the two approaches based on these examples. Instead, I’ll focus on your example: (a) setting generation- the DW mechanics are interesting, they add to the setting and involve the PCs in the setting- always good in my opinion (b) initial situation generation and related framing- the DW method creates a sense of immediacy; this NPC must be dealt with in some way (c) offscreen-part moving/move-making by the GM- here is where the unclear areas of the Harlot example Lanefan gave make discussion difficult- without knowing the reasons for keeping her role as a spy secret, I can’t say if it’s justifiable- personally, I’d have at the very least establised that there was more to her than there seemed (d) information (or lacktherof) and player decision-points/action declarations- depending on the role she takes, there are many possibilities here, a complication of what kind? How can the complication be resolved? I like how this is going to make the player make some decisions, but it still feels like a lot of this is left up to the GM. (e) the evolution of the gamestate from the initial state to subsequent states- I think it helps drive the play forward, it goves the PCs an immediate goal or obstacle. My concern is that perhaps this is a bit distracting? Depending upon what the PCs were doing until this character was introduced. I’m sure that’s not necessarily the case, but it seems possible. Again, sorry if it seems like I’m dodging the question. I just feel that the initial example offered by Lanefan is too vague to analyze and to contrast it to your version. Would an example from my own game maybe help? [/QUOTE]
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