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What is *worldbuilding* for?
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<blockquote data-quote="Aenghus" data-source="post: 7351928" data-attributes="member: 2656"><p>Some players are content with PC-limited actions, some want more and a bunch of players don't know and just go with the flow. Players don't obsess about this stuff as much as we do.</p><p></p><p>IMO time and the huge variety of game styles and RPGs out there has made it more difficult in some cases for groups to recruit new compatible players. There is a huge variation in player expectations now.</p><p></p><p>Some players have been active for decades in the hobby and often have referee experience. Expecting such players not to have creative opinions on a game they are participating in as players seems unrealistic to me.</p><p></p><p>One issue GM-driven games have is that player feedback can be discouraged to such an extent that it's suppressed. Players can be cowed into passivity, and older games can actively encourage such tactics. </p><p></p><p>At the same time I know there are games out there which effectively have the referee narrating a story and the group consuming it, and so long as everyone has made an informed choice to participate that can be OK.</p><p></p><p>I have had to spend time in my group retraining a number of players, establishing trust so they can feel safe taking risks in the game. </p><p></p><p>Player-game mismatches are possible in many combinations. A complex PC with a deep backstory and multiple long term goals doesn't belong in deathtrap dungeon where lifespan is measured in rooms cleared. A bloody-handed adventurer whose skills all related to dungeon delving will likely be out of place at a diplomatic party.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7351928, member: 2656"] Some players are content with PC-limited actions, some want more and a bunch of players don't know and just go with the flow. Players don't obsess about this stuff as much as we do. IMO time and the huge variety of game styles and RPGs out there has made it more difficult in some cases for groups to recruit new compatible players. There is a huge variation in player expectations now. Some players have been active for decades in the hobby and often have referee experience. Expecting such players not to have creative opinions on a game they are participating in as players seems unrealistic to me. One issue GM-driven games have is that player feedback can be discouraged to such an extent that it's suppressed. Players can be cowed into passivity, and older games can actively encourage such tactics. At the same time I know there are games out there which effectively have the referee narrating a story and the group consuming it, and so long as everyone has made an informed choice to participate that can be OK. I have had to spend time in my group retraining a number of players, establishing trust so they can feel safe taking risks in the game. Player-game mismatches are possible in many combinations. A complex PC with a deep backstory and multiple long term goals doesn't belong in deathtrap dungeon where lifespan is measured in rooms cleared. A bloody-handed adventurer whose skills all related to dungeon delving will likely be out of place at a diplomatic party. [/QUOTE]
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