Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="hawkeyefan" data-source="post: 7353460" data-attributes="member: 6785785"><p>I think your first paragraph above is the crux of my issue with Permerton's stance. Essentially, does "worldbuilding" in the sense of the GM concocting backstory for the campaign serve only to deny player agency? Does it offer anything else? </p><p></p><p>I think the clear answer is that it can. If we can imagine a GM who creates an interesting and compelling story that incorporates or at the very least does not contradict or suppress player goals, then I think that's all that is needed in order for the idea to have merit. Perhaps the Gm has come up with a villain that he has worked into each character's stories in some way, connecting them all but without forcing them along certain paths. The GM has a loose idea of where things will go or what some characters may or may not do, but leaves plenty of room for change along the way. There are pre-authored elements in this case, but I don't think of this as the same thing as a linear style adventure where the characters move along the pre-defined path and do not deviate from it. </p><p> </p><p>Perhaps there is a chance that it could be done poorly....but I think the same can be said of any style of play or method of GMing. </p><p></p><p>I think a couple of possible answers to this question may be: </p><p></p><p>- to take many story threads offered by the players and make a cohesive narrative out of them</p><p>- to introduce an element wholly unexpected by the players because it is not directly connected to their stated desires</p><p></p><p>I think more have been offered in the thread, but those are the couple that seem the most relevant to me at the moment. Neither may be necessary....it's quite possible for the players to have goals that dovetail nicely with each other, or which are more group oriented, and a GM may not need to work to weave them together. It's also perfectly fine for a game to not have a cohesive narrative, and to be more episodic. It's also quite possible that through the course of play, something wholly unexpected is introduced spontaneously. Those moments are great and I'd never want my game to be without them. </p><p></p><p>So I would never say that anyone's game must have a certain level of GM direction happening; I've played games along the lines of Penny For Your Thoughts, and I understand the value and enjoyment of collaborative storytelling. All I am saying is that it is a method that can be useful, and need not devolve into the negative version that is being put forth.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7353460, member: 6785785"] I think your first paragraph above is the crux of my issue with Permerton's stance. Essentially, does "worldbuilding" in the sense of the GM concocting backstory for the campaign serve only to deny player agency? Does it offer anything else? I think the clear answer is that it can. If we can imagine a GM who creates an interesting and compelling story that incorporates or at the very least does not contradict or suppress player goals, then I think that's all that is needed in order for the idea to have merit. Perhaps the Gm has come up with a villain that he has worked into each character's stories in some way, connecting them all but without forcing them along certain paths. The GM has a loose idea of where things will go or what some characters may or may not do, but leaves plenty of room for change along the way. There are pre-authored elements in this case, but I don't think of this as the same thing as a linear style adventure where the characters move along the pre-defined path and do not deviate from it. Perhaps there is a chance that it could be done poorly....but I think the same can be said of any style of play or method of GMing. I think a couple of possible answers to this question may be: - to take many story threads offered by the players and make a cohesive narrative out of them - to introduce an element wholly unexpected by the players because it is not directly connected to their stated desires I think more have been offered in the thread, but those are the couple that seem the most relevant to me at the moment. Neither may be necessary....it's quite possible for the players to have goals that dovetail nicely with each other, or which are more group oriented, and a GM may not need to work to weave them together. It's also perfectly fine for a game to not have a cohesive narrative, and to be more episodic. It's also quite possible that through the course of play, something wholly unexpected is introduced spontaneously. Those moments are great and I'd never want my game to be without them. So I would never say that anyone's game must have a certain level of GM direction happening; I've played games along the lines of Penny For Your Thoughts, and I understand the value and enjoyment of collaborative storytelling. All I am saying is that it is a method that can be useful, and need not devolve into the negative version that is being put forth. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top