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What is *worldbuilding* for?
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<blockquote data-quote="Nagol" data-source="post: 7353507" data-attributes="member: 23935"><p>To a point I agree, but only to a point. If I see a Pc design I think will be highly problematic or contains elements the player may not have considered, I'll point it out to the player. But ultimately it is his character. Some players <strong>want</strong> to struggle in specific ways. I won't stop them so long as I believe they made the choice with their eyes open. </p><p></p><p>Other times, a player will decide to change a character because although he thought he had a niche in the group, actual campaign play varied from his (and my) expected play. The most recent example of this was by modern X-Files' style game where two of the PCs were really strong combatants in what turned into a minimal combat-oriented game. I expected more combat, but the players deliberately go out of their way to avoid and/or defuse tense situations that would otherwise result in combat. One of the two combat PCs retired and a strong psychic investigator replaced it.</p><p></p><p></p><p></p><p>In an old Champions campaign, one player was having difficulty finding a character he felt comfortable with. On about his third character, he remarked that the current situation would have been great for his last character and lamented he dropped it a couple of sessions prior. I agreed and pointed out it takes me about 2-3 sessions to integrate all the moving parts from the PCs and I typically create adventures over the course of 2-3 sessions. He stuck with that character and everything fell into place... 2-3 sessions later.</p><p></p><p></p><p></p><p>Any style of game requires the players to be comfortable with that style.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7353507, member: 23935"] To a point I agree, but only to a point. If I see a Pc design I think will be highly problematic or contains elements the player may not have considered, I'll point it out to the player. But ultimately it is his character. Some players [B]want[/B] to struggle in specific ways. I won't stop them so long as I believe they made the choice with their eyes open. Other times, a player will decide to change a character because although he thought he had a niche in the group, actual campaign play varied from his (and my) expected play. The most recent example of this was by modern X-Files' style game where two of the PCs were really strong combatants in what turned into a minimal combat-oriented game. I expected more combat, but the players deliberately go out of their way to avoid and/or defuse tense situations that would otherwise result in combat. One of the two combat PCs retired and a strong psychic investigator replaced it. In an old Champions campaign, one player was having difficulty finding a character he felt comfortable with. On about his third character, he remarked that the current situation would have been great for his last character and lamented he dropped it a couple of sessions prior. I agreed and pointed out it takes me about 2-3 sessions to integrate all the moving parts from the PCs and I typically create adventures over the course of 2-3 sessions. He stuck with that character and everything fell into place... 2-3 sessions later. Any style of game requires the players to be comfortable with that style. [/QUOTE]
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