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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7352260" data-attributes="member: 82106"><p>OK, I suspect it must be REALLY hard to find games to play in if you only like to play in games where you stay in character every moment and even a relatively brief pause to add some element to the situation which relates to your character is unacceptable. I've played a lot of games at a lot of tables in 40-some years, and maybe run into that once. I mean, I yield the point, and I just literally have to take your word for it as I think this is beyond the experience of almost everyone else here.</p><p></p><p>Now, the question of 'exploratory play' is very much worthy of more discussion. I'd propose that it is heavily characterized by imaginary exploration, but that isn't a very revelatory statement. Naturally, in the context of the current discussion what difference does authorship make here?</p><p></p><p></p><p></p><p>OK, this is another interesting point to discuss. I personally think that strong and distinct THEMES are most useful. So, for instance, I had a 'player centered' game which we all mutually agreed would be set in a sort of fantasy pseudo-Arthurian milieu. This is a very strong theme with a lot of associated tropes and archetypes, knights, damsels, tournaments, curses, quests, magical items, spells, sorcerers, etc. There wasn't a really strong NEED to have a GM defined setting in detail. We did all agree together before starting play on the existence of some specific characters and possible plot elements and how they related to the characters the players were creating. It was a pretty decent game.</p><p></p><p>Likewise I did a space-opera themed one. It was somewhat similar, except I (for whatever reason) generated a more elaborate starting milieu of my own devising. It was pretty thematic, but it didn't go as well. The whole pregenerated aspect got in the way of what the players were really wanting to do. I must say that what I find is its hard to KNOW what that is right off. Often you really have to play to find out what the important conflicts really are. This game was OK, but less world building probably would have been better.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7352260, member: 82106"] OK, I suspect it must be REALLY hard to find games to play in if you only like to play in games where you stay in character every moment and even a relatively brief pause to add some element to the situation which relates to your character is unacceptable. I've played a lot of games at a lot of tables in 40-some years, and maybe run into that once. I mean, I yield the point, and I just literally have to take your word for it as I think this is beyond the experience of almost everyone else here. Now, the question of 'exploratory play' is very much worthy of more discussion. I'd propose that it is heavily characterized by imaginary exploration, but that isn't a very revelatory statement. Naturally, in the context of the current discussion what difference does authorship make here? OK, this is another interesting point to discuss. I personally think that strong and distinct THEMES are most useful. So, for instance, I had a 'player centered' game which we all mutually agreed would be set in a sort of fantasy pseudo-Arthurian milieu. This is a very strong theme with a lot of associated tropes and archetypes, knights, damsels, tournaments, curses, quests, magical items, spells, sorcerers, etc. There wasn't a really strong NEED to have a GM defined setting in detail. We did all agree together before starting play on the existence of some specific characters and possible plot elements and how they related to the characters the players were creating. It was a pretty decent game. Likewise I did a space-opera themed one. It was somewhat similar, except I (for whatever reason) generated a more elaborate starting milieu of my own devising. It was pretty thematic, but it didn't go as well. The whole pregenerated aspect got in the way of what the players were really wanting to do. I must say that what I find is its hard to KNOW what that is right off. Often you really have to play to find out what the important conflicts really are. This game was OK, but less world building probably would have been better. [/QUOTE]
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