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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7338478" data-attributes="member: 42582"><p>Do you really believe that last sentence?</p><p></p><p>None of my players is telepathic, and yet they know that stuff is being authored by me in response to their action declarations - because they see me do it.</p><p></p><p>Your comment has the same plausibility as saying that someone in a conversation with you won't be able to tell if you're actually responding to them, or just reading them a script. Much, I would say most, of the time, they actually can.</p><p></p><p>The tower <em>would not even have been an element of the fiction established during play</em> except that the player declared a check to make contact with a senior member of his cabal. Likewise in my Traveller game, the trinket markets wouldn't even have been conceived of as elements of the fiction except the players decided that their PCs would go to look for signs of alien manufacture.</p><p></p><p>The players can tell this without being telepaths. They're not idiots. They know that I am responding to their action declarations. It's obvious.</p><p></p><p>And if you think it doesn't matter, when the PCs return to the tower months (years?) of actual time later, that it is the tower of a NPC whose character is intimately connected, both in the fiction and at the table, to the mage PC - well, that's also wrong. That's actually pretty fundamental to the play experience.</p><p></p><p>From time to time my daughters have derived pleasure from the fact that I put their bikes together. The phenomenon in RPGing is not identical, but it has some similiarities: it makes a big difference (to me, and as best I can tell to my players) that this is our fiction that we established together playing the game.</p><p></p><p>EDIT: some more responses to a baffling post.</p><p></p><p>Well, given that most of my analysis is highly derivative of Ron Edwards, Vincent Baker, Luke Crane, Christopher Kubasik, Eero Tuovinen, and probably others I'm forgetting to name (Robin Laws in some moods would be another), that surprises me.</p><p></p><p>Christopher Kubasik wrote the "Interactive Toolkit" about 20 years ago (I just Googled it - 1995). This stuff is not cutting edge.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7338478, member: 42582"] Do you really believe that last sentence? None of my players is telepathic, and yet they know that stuff is being authored by me in response to their action declarations - because they see me do it. Your comment has the same plausibility as saying that someone in a conversation with you won't be able to tell if you're actually responding to them, or just reading them a script. Much, I would say most, of the time, they actually can. The tower [I]would not even have been an element of the fiction established during play[/I] except that the player declared a check to make contact with a senior member of his cabal. Likewise in my Traveller game, the trinket markets wouldn't even have been conceived of as elements of the fiction except the players decided that their PCs would go to look for signs of alien manufacture. The players can tell this without being telepaths. They're not idiots. They know that I am responding to their action declarations. It's obvious. And if you think it doesn't matter, when the PCs return to the tower months (years?) of actual time later, that it is the tower of a NPC whose character is intimately connected, both in the fiction and at the table, to the mage PC - well, that's also wrong. That's actually pretty fundamental to the play experience. From time to time my daughters have derived pleasure from the fact that I put their bikes together. The phenomenon in RPGing is not identical, but it has some similiarities: it makes a big difference (to me, and as best I can tell to my players) that this is our fiction that we established together playing the game. EDIT: some more responses to a baffling post. Well, given that most of my analysis is highly derivative of Ron Edwards, Vincent Baker, Luke Crane, Christopher Kubasik, Eero Tuovinen, and probably others I'm forgetting to name (Robin Laws in some moods would be another), that surprises me. Christopher Kubasik wrote the "Interactive Toolkit" about 20 years ago (I just Googled it - 1995). This stuff is not cutting edge. [/QUOTE]
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