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What is *worldbuilding* for?
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<blockquote data-quote="hawkeyefan" data-source="post: 7345847" data-attributes="member: 6785785"><p>Yes, I was being silly with my example. It was an extreme. However, it seems like it could happen in the type of game Pemerton is advocating. Not that it should happen...I’m sure he’d say something about the scene being framed properly and the players having clear ideas on genre and setting....but that’s kind of the point, I think. </p><p></p><p>Whatever playstyle any of us want to advocate, it’s possible to describe a crappy example of play. And to then use that example to criticize the entire playstyle. </p><p></p><p>I was really tired of this vague contextual-less map example, so I gave an equally crappy example of play with pretty specific context most of us woukd understand. </p><p></p><p>I honestly don’t have any issue with his stance that there can be more player agency in his type of game. Certainly the ability to author some fictional elements through actuon declaration increases player agency. I get that. I don’t even think it’s controversial so much as the way it’s presented seems to be rubbing folks the wrong way. </p><p></p><p>But I also think that framing scenes can also limit player agency. Would you agree with that? My understanding of the term is that it’s the <strong>GM</strong> trying to <strong>force</strong> a decision by a player, right? To go where the action is. Here’s the situation, what do you do? </p><p></p><p>So I feel like it’s really just a matter of which playstyle promotes agency in what way. Or limits it in what way. It’s not this binary “you allow player agency or else you’re just reading then a story” insult that’s being put forth.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7345847, member: 6785785"] Yes, I was being silly with my example. It was an extreme. However, it seems like it could happen in the type of game Pemerton is advocating. Not that it should happen...I’m sure he’d say something about the scene being framed properly and the players having clear ideas on genre and setting....but that’s kind of the point, I think. Whatever playstyle any of us want to advocate, it’s possible to describe a crappy example of play. And to then use that example to criticize the entire playstyle. I was really tired of this vague contextual-less map example, so I gave an equally crappy example of play with pretty specific context most of us woukd understand. I honestly don’t have any issue with his stance that there can be more player agency in his type of game. Certainly the ability to author some fictional elements through actuon declaration increases player agency. I get that. I don’t even think it’s controversial so much as the way it’s presented seems to be rubbing folks the wrong way. But I also think that framing scenes can also limit player agency. Would you agree with that? My understanding of the term is that it’s the [B]GM[/B] trying to [B]force[/B] a decision by a player, right? To go where the action is. Here’s the situation, what do you do? So I feel like it’s really just a matter of which playstyle promotes agency in what way. Or limits it in what way. It’s not this binary “you allow player agency or else you’re just reading then a story” insult that’s being put forth. [/QUOTE]
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