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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7341645" data-attributes="member: 82106"><p>I think it needs to be clear what is being risked vs what may be gained, but it doesn't need to be exactly spelled out what every obstacle is. In 'move to the action' style you wouldn't necessarily KNOW what those obstacles are. So, the players should know that they're risking their lands to assassinate the king, and that success is fairly likely if they put up that wager, but not assured. Once they've achieved THAT goal, then presumably they have some good notion that it will get them some reasonable ways further towards their greater goals (assuming it wasn't simply an end in itself, revenge or something). Now a new set of obstacles will appear.</p><p></p><p>This is really almost exactly like how a skill challenge is structured, each action of the PCs changes their narrative positioning and advances them (or not) towards some longer term goal (represented by success in the SC). Likewise an adventure is a sequence of such challenges, which progress towards some climax, which in turn may form elements of a greater story arc/campaign which includes ultimate goals at some point (or at least has some thematic unity within which such goals eventually become manifest).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7341645, member: 82106"] I think it needs to be clear what is being risked vs what may be gained, but it doesn't need to be exactly spelled out what every obstacle is. In 'move to the action' style you wouldn't necessarily KNOW what those obstacles are. So, the players should know that they're risking their lands to assassinate the king, and that success is fairly likely if they put up that wager, but not assured. Once they've achieved THAT goal, then presumably they have some good notion that it will get them some reasonable ways further towards their greater goals (assuming it wasn't simply an end in itself, revenge or something). Now a new set of obstacles will appear. This is really almost exactly like how a skill challenge is structured, each action of the PCs changes their narrative positioning and advances them (or not) towards some longer term goal (represented by success in the SC). Likewise an adventure is a sequence of such challenges, which progress towards some climax, which in turn may form elements of a greater story arc/campaign which includes ultimate goals at some point (or at least has some thematic unity within which such goals eventually become manifest). [/QUOTE]
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