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What is *worldbuilding* for?
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<blockquote data-quote="Manbearcat" data-source="post: 7340090" data-attributes="member: 6696971"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=16814" target="_blank">Ovinomancer</a></u></strong></em></p><p></p><p>I don’t have the spare time to look up those 7 points (and the 8, 9 caveat extension), but here is what I’ve seen in terms of advocacy in the last few pages.</p><p></p><p>1) It’s an activity from which some derive enjoyment as a stand-alone craft.</p><p></p><p>2) It aids the cause of granular interaction with the gamestate so of-kind decision-points can be navigated for a certain player archetype.</p><p></p><p>3) It aids extrapolation/inference for GMs whose games hew to a process-sim, hexcrawl ethos (who typically hack the rules a bit to aid this); related to 2. Also includes adjudication by way of secret (perhaps unknowable) backstory.</p><p></p><p>4) It aids the passive setting/metaplot consumption/wonderment experience for certain player archetypes.</p><p></p><p>5) It aids extrapolation/inference for GMs whose games hew to a hybrid of storyteller: process-sim ethos.</p><p></p><p>6) Related to 4 and 5 above, it (along with resolution mechanics that are opaque and/or require heavy GM mediation) allows a GM to more easily exert covert Force (Illusionism) for players of persuasion (4); including adjudication by secret, unknowable backstory which may or may not exist (eg classic GM blocks against classic PC power plays).</p><p></p><p>7) It ensures GMs will be interested in any content that is a fundamental part of play (“the GM is supposed to have fun too”).</p><p></p><p>8) It fascilitates GMs in constraining the pace of play toward a granularly-intensive, more methodical (therefore slower) bent.</p><p></p><p>I think that covers it.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7340090, member: 6696971"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=16814"]Ovinomancer[/URL][/U][/B][/I] I don’t have the spare time to look up those 7 points (and the 8, 9 caveat extension), but here is what I’ve seen in terms of advocacy in the last few pages. 1) It’s an activity from which some derive enjoyment as a stand-alone craft. 2) It aids the cause of granular interaction with the gamestate so of-kind decision-points can be navigated for a certain player archetype. 3) It aids extrapolation/inference for GMs whose games hew to a process-sim, hexcrawl ethos (who typically hack the rules a bit to aid this); related to 2. Also includes adjudication by way of secret (perhaps unknowable) backstory. 4) It aids the passive setting/metaplot consumption/wonderment experience for certain player archetypes. 5) It aids extrapolation/inference for GMs whose games hew to a hybrid of storyteller: process-sim ethos. 6) Related to 4 and 5 above, it (along with resolution mechanics that are opaque and/or require heavy GM mediation) allows a GM to more easily exert covert Force (Illusionism) for players of persuasion (4); including adjudication by secret, unknowable backstory which may or may not exist (eg classic GM blocks against classic PC power plays). 7) It ensures GMs will be interested in any content that is a fundamental part of play (“the GM is supposed to have fun too”). 8) It fascilitates GMs in constraining the pace of play toward a granularly-intensive, more methodical (therefore slower) bent. I think that covers it. [/QUOTE]
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