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What is *worldbuilding* for?
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<blockquote data-quote="Ovinomancer" data-source="post: 7340211" data-attributes="member: 16814"><p>Those have some similarities to the original 9, but some important differences as well. I like these better. I may have some issues with your 6), but largely because I'm not entirely certain what you're driving at. I think that system is a bigger determinate of the use and acceptability of GM force rather than setting elements, but those two do go hand in hand quite often.</p><p></p><p>I also think there's a lot to say about systems that use grids for combat vs theatre of the mind. It's much easier to wing it, and therefore be fully responsive to player input, in TotM games, but you lose much of the tactical aspects of the grid. Conversely, grid systems need maps, and it's hard to consistently provide interesting maps with tactical aspects on the fly, so those systems reward prep. Once you have a system that rewards prep in some instances, then it has a follow on effect of rewarding more prep so that the prep work already invested becomes relevant. 3.x was really bad about this, as the prep for combat was grueling, and so there was a strong incentive towards using GM force and Illusionism so that generated content was useful. </p><p></p><p>D&D in general has this feature/bug. The systems you generally espouse don't have this feature/bug. So, I think system has a big impact on what worldbuilding is for.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7340211, member: 16814"] Those have some similarities to the original 9, but some important differences as well. I like these better. I may have some issues with your 6), but largely because I'm not entirely certain what you're driving at. I think that system is a bigger determinate of the use and acceptability of GM force rather than setting elements, but those two do go hand in hand quite often. I also think there's a lot to say about systems that use grids for combat vs theatre of the mind. It's much easier to wing it, and therefore be fully responsive to player input, in TotM games, but you lose much of the tactical aspects of the grid. Conversely, grid systems need maps, and it's hard to consistently provide interesting maps with tactical aspects on the fly, so those systems reward prep. Once you have a system that rewards prep in some instances, then it has a follow on effect of rewarding more prep so that the prep work already invested becomes relevant. 3.x was really bad about this, as the prep for combat was grueling, and so there was a strong incentive towards using GM force and Illusionism so that generated content was useful. D&D in general has this feature/bug. The systems you generally espouse don't have this feature/bug. So, I think system has a big impact on what worldbuilding is for. [/QUOTE]
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