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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7340887" data-attributes="member: 82106"><p>Yeah, in my HoML 4e hack I provided some means. So for instance a player might say "OK, I'll search for some herbs along the way, and I want to use my Overconfident weakness to acquire Inspiration. I am SURE that the pixies won't find me as I search for the herbs! After all I'm sure I got away clean from them..." Now the GM can author the consequences. The player gets her inspiration point, and the character presumably runs into the pixies (or maybe some other variation of getting in trouble 'You see some bear sign, but you're confident you can avoid encountering the bear, then you hear a roar behind you!') or something like that. Maybe the suggested pixies factor in, its not really up to the player to dictate exactly how.</p><p></p><p>Alternatively a player might establish that they DID gather herbs, leveraging 'Always be prepared' so that they can gain fictional positioning in some later situation "I am always prepared, I gathered herbs as we moved through the forest and now I use them to achieve a success in curing the disease!", this time EXPENDING inspiration. Its a limited resources which you can't stockpile (you have it or not) but it lets players establish some narrative in relation to their characters which builds on the character concept in a fairly natural way. This is of course very FATE-like (or actually FUDGE-like, but whatever). </p><p></p><p>One thing I have found with this is it works better with a lot of players than more thorough-going 'story telling' focused systems such as some of those you've mentioned. You can play HoML and it can feel pretty close to 4e or even 5e if you are a player comfortable with that paradigm, but it has the tools needed to do more than that. 4e LETS you do these things, kind of, HoML has actual procedures and its structure being very conflict-focused means things are almost always moving towards rising action. I took away all the crutches that I as a GM could use to dilly-dally around or overtly control the narrative. Still working on the ideal way to formulate some subsystems though, like 'rituals'.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7340887, member: 82106"] Yeah, in my HoML 4e hack I provided some means. So for instance a player might say "OK, I'll search for some herbs along the way, and I want to use my Overconfident weakness to acquire Inspiration. I am SURE that the pixies won't find me as I search for the herbs! After all I'm sure I got away clean from them..." Now the GM can author the consequences. The player gets her inspiration point, and the character presumably runs into the pixies (or maybe some other variation of getting in trouble 'You see some bear sign, but you're confident you can avoid encountering the bear, then you hear a roar behind you!') or something like that. Maybe the suggested pixies factor in, its not really up to the player to dictate exactly how. Alternatively a player might establish that they DID gather herbs, leveraging 'Always be prepared' so that they can gain fictional positioning in some later situation "I am always prepared, I gathered herbs as we moved through the forest and now I use them to achieve a success in curing the disease!", this time EXPENDING inspiration. Its a limited resources which you can't stockpile (you have it or not) but it lets players establish some narrative in relation to their characters which builds on the character concept in a fairly natural way. This is of course very FATE-like (or actually FUDGE-like, but whatever). One thing I have found with this is it works better with a lot of players than more thorough-going 'story telling' focused systems such as some of those you've mentioned. You can play HoML and it can feel pretty close to 4e or even 5e if you are a player comfortable with that paradigm, but it has the tools needed to do more than that. 4e LETS you do these things, kind of, HoML has actual procedures and its structure being very conflict-focused means things are almost always moving towards rising action. I took away all the crutches that I as a GM could use to dilly-dally around or overtly control the narrative. Still working on the ideal way to formulate some subsystems though, like 'rituals'. [/QUOTE]
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