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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7352653" data-attributes="member: 82106"><p>Yeah, I would say that GM in any game would want to, and should be able to, make the game more interesting if it has become stale or boring. They might do that by focusing more on what the player's want, etc. Maybe a GM plot line is a good idea at that point, the GM is really a 'player' too, it isn't automatically a bad thing. I guess you could say the Czege Principle applies here, but generally its the players that address whatever the challenge is, not the GM, so I don't think that counts.</p><p></p><p></p><p></p><p>In [MENTION=42582]pemerton[/MENTION]'s technique, for 4e at least, the GM is actually authoring almost all of the content, just at the behest of the players, so I think GMs have probably STILL the majority of the input. Player wants to conquer the world, the GM brings in a cult of Vecna to facilitate that (maybe the player suggested that particular detail, but I'm guessing most of the particulars and how it was brought into the scenes was on the GM). Anyway, its usually pretty easy for a GM to address a character as well, by say presenting an idea to the player, or by just outright dangling something in game. This happens a lot.</p><p></p><p>I remember our first 4e campaign. [MENTION=2093]Gilladian[/MENTION] was running an Eladrin Wizard. The character's story was she was a youngster who was rebelliously fleeing to the world, and IIRC there was something about some sibling rivalry with an older sister or something. The party was adventuring and following in the footsteps of a previous set of adventurers (from a 2e campaign almost 20 years before). At various times they heard about this paladin from that group, and the Eladrin character conceived a fixation on this guy. Eventually they found him, trapped for 20 years in a magical trap deep in some dwarven mine. After that she chased after the paladin and acted like he was her boyfriend for a long time. It was a natural outgrowth of the original character backstory and agenda, but the exact form it took was shaped by GM produced backstory (or in this case it was produced 20 years earlier by a totally different group of players, to some extent). Anyway, it was certainly a GM-contrived thing in part. She took that bait, and then evolved that plot line from there.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7352653, member: 82106"] Yeah, I would say that GM in any game would want to, and should be able to, make the game more interesting if it has become stale or boring. They might do that by focusing more on what the player's want, etc. Maybe a GM plot line is a good idea at that point, the GM is really a 'player' too, it isn't automatically a bad thing. I guess you could say the Czege Principle applies here, but generally its the players that address whatever the challenge is, not the GM, so I don't think that counts. In [MENTION=42582]pemerton[/MENTION]'s technique, for 4e at least, the GM is actually authoring almost all of the content, just at the behest of the players, so I think GMs have probably STILL the majority of the input. Player wants to conquer the world, the GM brings in a cult of Vecna to facilitate that (maybe the player suggested that particular detail, but I'm guessing most of the particulars and how it was brought into the scenes was on the GM). Anyway, its usually pretty easy for a GM to address a character as well, by say presenting an idea to the player, or by just outright dangling something in game. This happens a lot. I remember our first 4e campaign. [MENTION=2093]Gilladian[/MENTION] was running an Eladrin Wizard. The character's story was she was a youngster who was rebelliously fleeing to the world, and IIRC there was something about some sibling rivalry with an older sister or something. The party was adventuring and following in the footsteps of a previous set of adventurers (from a 2e campaign almost 20 years before). At various times they heard about this paladin from that group, and the Eladrin character conceived a fixation on this guy. Eventually they found him, trapped for 20 years in a magical trap deep in some dwarven mine. After that she chased after the paladin and acted like he was her boyfriend for a long time. It was a natural outgrowth of the original character backstory and agenda, but the exact form it took was shaped by GM produced backstory (or in this case it was produced 20 years earlier by a totally different group of players, to some extent). Anyway, it was certainly a GM-contrived thing in part. She took that bait, and then evolved that plot line from there. [/QUOTE]
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