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What is *worldbuilding* for?
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<blockquote data-quote="Aenghus" data-source="post: 7353341" data-attributes="member: 2656"><p>I used to use lots of adventure modules, and still use parts of them. While it's possible to adapt and change such modules to some extent, at some point the cost of extensive changes exceeds the benefit of using the printed module. In all cases the players have specifically agreed to play through the module.</p><p></p><p>So using printed modules generally involves either placing constraints on character generation, or expecting some PC wastage as players find out the hard way the PC doesn't suit the module, or the PC is killed/crippled/retired/removed from play. The PCs need to be compatible with the module, which might mean having certain generic qualities like "Good or Neutral aligned" or all being enemies of a particular faction. The more cagey the referee is about revealing secrets within the module or game setting, the less specific they can be about the PC restrictions. </p><p></p><p>Many of the difficulties I have seen in GM-driven gaming is when the GM doesn't properly vet character concepts for the intended game, and so some players end up with incompatible expectations for the game. Things like a rude barbarian concept in a gameworld where it turns out rudeness can be fatal, or a sickly scholar concept in what turns out to be a brutal survival march. </p><p></p><p>A player might reasonably say that the referee either shouldn't allow character concepts which just don't fit in a setting, or won't be fun for the player, or at a stretch, figure out ways to allow the character to be viable in the setting. </p><p></p><p>Some referees don't spend care about character concepts much and expect these issues to be resolved in game. Others place various restrictions on PC concepts and generation.</p><p></p><p>But with modern PCs often being complex and/or with extensive backstories, possibly with links to other PCs and NPCs, dropping characters and introducing new ones gets more difficult. I've certainly been in the position of trying to persuade a player to keep playing a PC in a long term campaign when they were getting reluctant or wanted to retire them (to play for a little longer, or permanently). Sometimes this means allowing character alterations or dealing with issues within the game.</p><p></p><p>Similarly, in a GM-driven game with extensive pre-prepared gameworld content, where the referee wants the players to access the gameworld through the eyes of their PCs, the players need to be content with that limited interface, and have player and PC goals that are compatible with such a style of play. This may be no sacrifice at all, many players have this as their preferred style of game.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7353341, member: 2656"] I used to use lots of adventure modules, and still use parts of them. While it's possible to adapt and change such modules to some extent, at some point the cost of extensive changes exceeds the benefit of using the printed module. In all cases the players have specifically agreed to play through the module. So using printed modules generally involves either placing constraints on character generation, or expecting some PC wastage as players find out the hard way the PC doesn't suit the module, or the PC is killed/crippled/retired/removed from play. The PCs need to be compatible with the module, which might mean having certain generic qualities like "Good or Neutral aligned" or all being enemies of a particular faction. The more cagey the referee is about revealing secrets within the module or game setting, the less specific they can be about the PC restrictions. Many of the difficulties I have seen in GM-driven gaming is when the GM doesn't properly vet character concepts for the intended game, and so some players end up with incompatible expectations for the game. Things like a rude barbarian concept in a gameworld where it turns out rudeness can be fatal, or a sickly scholar concept in what turns out to be a brutal survival march. A player might reasonably say that the referee either shouldn't allow character concepts which just don't fit in a setting, or won't be fun for the player, or at a stretch, figure out ways to allow the character to be viable in the setting. Some referees don't spend care about character concepts much and expect these issues to be resolved in game. Others place various restrictions on PC concepts and generation. But with modern PCs often being complex and/or with extensive backstories, possibly with links to other PCs and NPCs, dropping characters and introducing new ones gets more difficult. I've certainly been in the position of trying to persuade a player to keep playing a PC in a long term campaign when they were getting reluctant or wanted to retire them (to play for a little longer, or permanently). Sometimes this means allowing character alterations or dealing with issues within the game. Similarly, in a GM-driven game with extensive pre-prepared gameworld content, where the referee wants the players to access the gameworld through the eyes of their PCs, the players need to be content with that limited interface, and have player and PC goals that are compatible with such a style of play. This may be no sacrifice at all, many players have this as their preferred style of game. [/QUOTE]
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