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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7353747" data-attributes="member: 42582"><p>What are the "other factors of agency" at work here?</p><p></p><p>I can see the GM's agency. (The GM decided what moves will be sufficient to find the map - eg the players have to declare that their PCs look while their PCs are at place X, but not at place Y.) I can see that the players have the capacity to make moves that will trigger narration by the GM.</p><p></p><p>What other agency is at work here?</p><p></p><p>This seems to be an example of the players making moves ("recon", "relocating) that lead to the GM relating various bits of pre-established backstory to them.</p><p></p><p>"Noticing the pit trap" seems to be an example of the players making moves that lead to the GM relating a bit of pre-established backstory to them.</p><p></p><p>Who set the stakes for these checks? Without knowing that, it's hard for someone who wasn't there to work out what was going on.</p><p></p><p>This looks very much like an example of a player making a move that leads the GM to relate some pre-authored backstory.</p><p></p><p>Likewise.</p><p></p><p>This appears to be an exercise by the players of some agency over the content of the shared fiction. The players seem to be working to a significant degree with GM-introduced elements, such as the shaman "livin' all posh in the keep"), but they seem to have introduced the idea of the orc boss.</p><p></p><p>It's not clear if this is you just making something up "behind the scenes", or if this is you actually telling the players some more stuff.</p><p></p><p>This seems like it began as more narration of established backstory in response to player moves (ie a failed Stealth check) which then led into the framing of a combat encounter.</p><p></p><p>"Sweeping the keep upper floors" seems like more player moves that generate the GM relating pre-authored material. Clearing the main stairs seems like it might combine some of that sort of activity with a combat encounter.</p><p></p><p>I don't understand how the traps changed. The reason the stairway was blocked seems like it might be something known only to the GM?</p><p></p><p>I would agree that this seems to be a predominantly GM-driven game. As you present it, a great deal of the play seems to be the players making moves that trigger you as GM telling them bits of the fiction that you have established.</p><p></p><p>The main player contribution to the shared fiction seems to be the idea of their being a boss of the orcs. I was a bit unclear how this worked, because you have the orcs saying the boss wasn't there - instead the shaman was - and then this becomes the boss being missing; but as you present it I take it to have involved a degree (maybe quite a degree?) of back-and-forth between you and the players (taking the form of the PCs' conversation with the orcs).</p><p></p><p>What do the players understand to be at stake in the recovery of the missing warboss?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7353747, member: 42582"] What are the "other factors of agency" at work here? I can see the GM's agency. (The GM decided what moves will be sufficient to find the map - eg the players have to declare that their PCs look while their PCs are at place X, but not at place Y.) I can see that the players have the capacity to make moves that will trigger narration by the GM. What other agency is at work here? This seems to be an example of the players making moves ("recon", "relocating) that lead to the GM relating various bits of pre-established backstory to them. "Noticing the pit trap" seems to be an example of the players making moves that lead to the GM relating a bit of pre-established backstory to them. Who set the stakes for these checks? Without knowing that, it's hard for someone who wasn't there to work out what was going on. This looks very much like an example of a player making a move that leads the GM to relate some pre-authored backstory. Likewise. This appears to be an exercise by the players of some agency over the content of the shared fiction. The players seem to be working to a significant degree with GM-introduced elements, such as the shaman "livin' all posh in the keep"), but they seem to have introduced the idea of the orc boss. It's not clear if this is you just making something up "behind the scenes", or if this is you actually telling the players some more stuff. This seems like it began as more narration of established backstory in response to player moves (ie a failed Stealth check) which then led into the framing of a combat encounter. "Sweeping the keep upper floors" seems like more player moves that generate the GM relating pre-authored material. Clearing the main stairs seems like it might combine some of that sort of activity with a combat encounter. I don't understand how the traps changed. The reason the stairway was blocked seems like it might be something known only to the GM? I would agree that this seems to be a predominantly GM-driven game. As you present it, a great deal of the play seems to be the players making moves that trigger you as GM telling them bits of the fiction that you have established. The main player contribution to the shared fiction seems to be the idea of their being a boss of the orcs. I was a bit unclear how this worked, because you have the orcs saying the boss wasn't there - instead the shaman was - and then this becomes the boss being missing; but as you present it I take it to have involved a degree (maybe quite a degree?) of back-and-forth between you and the players (taking the form of the PCs' conversation with the orcs). What do the players understand to be at stake in the recovery of the missing warboss? [/QUOTE]
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