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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7350544" data-attributes="member: 29398"><p>No, I'm still here on the reservation, thanks; but to me the two bits I've bolded here are in effect the same thing. In the fiction, event A caused event B to happen; and in reality the narration or mechanics of event A caused the subsequent narration or mechanics of event B at the table.</p><p></p><p>They mirror.</p><p></p><p>Now, I'll re-quote an excerpt from the above quote:</p><p></p><p>Not from an immersive standpoint, a valid means of both play and analysis of said play which you seem to be completely and very intentionally rejecting.</p><p></p><p>From the character's point of view event A caused event B, and the character's immersed player would in theory also see it as such and react to it on that level. Who cares what happens at the real-world table? That's a minor irrelevant distraction - OK, dice get rolled, game mechanics get involved, blah, blah - to what's more important at this point: the events unfolding in the collective imagination of the players and DM.</p><p></p><p>Which by default means that if the game world is to reflect any sort of reality (which IMO it should try to where and how it can) then causation within the fiction is going to be every bit as much an absolute objective property as seen by those within the fiction - the inhabitants of the game world. And as it's those eyes through which the immersive player is looking.....</p><p></p><p>We as real-world players and DMs (myself included!) just need to learn better how to use this in-game logic and causality to provide a more consistent play experience and more engaging (and believable, and immersive) narration.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7350544, member: 29398"] No, I'm still here on the reservation, thanks; but to me the two bits I've bolded here are in effect the same thing. In the fiction, event A caused event B to happen; and in reality the narration or mechanics of event A caused the subsequent narration or mechanics of event B at the table. They mirror. Now, I'll re-quote an excerpt from the above quote: Not from an immersive standpoint, a valid means of both play and analysis of said play which you seem to be completely and very intentionally rejecting. From the character's point of view event A caused event B, and the character's immersed player would in theory also see it as such and react to it on that level. Who cares what happens at the real-world table? That's a minor irrelevant distraction - OK, dice get rolled, game mechanics get involved, blah, blah - to what's more important at this point: the events unfolding in the collective imagination of the players and DM. Which by default means that if the game world is to reflect any sort of reality (which IMO it should try to where and how it can) then causation within the fiction is going to be every bit as much an absolute objective property as seen by those within the fiction - the inhabitants of the game world. And as it's those eyes through which the immersive player is looking..... We as real-world players and DMs (myself included!) just need to learn better how to use this in-game logic and causality to provide a more consistent play experience and more engaging (and believable, and immersive) narration. Lanefan [/QUOTE]
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