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What is *worldbuilding* for?
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<blockquote data-quote="Nagol" data-source="post: 7354169" data-attributes="member: 23935"><p>Not a lot in the past couple of decades. I offered to share campaigns that weren't specifically focused on environmental exploration, but none of the other players wanted to step up to the GM seat. </p><p></p><p></p><p></p><p>I agree it is both simpler and more abstract than the real world. You have fewer points of input which makes the ones you do receive much more important and seemingly meaningful. Which means information contrary to a pattern or relationship (either GM introduced red herrings, mischaracterised colour, or player-introduced events) also has an out-sized effect on player pattern detection. It is best if the GM strives to include other influences in his prep to limit his own prejudices; I tend to add a few adventures written by outsiders very now and again.</p><p></p><p></p><p>.</p><p></p><p>It can be hard particularly when the players are dealing with bits and pieces and do not yet understand how different aspects interrelate. The PCs are concentrating on the identity of the serial killer and a player does something that makes their receptionist take a vacation as a lark and suddenly the murder timeline breaks. Was that deviation planned? Is it reacting to something the PCs did or is the timing coincidental? </p><p></p><p></p><p></p><p>We've done disjointed follow-on campaigns too. They tend to work well because one GM is in charge for the whole arc. The campaigns I was discussing had multiple consecutive GMs -- we swapped pretty much every adventure taking control of the current state of the world as it was known by the table at the time of transition. Thee were a lot of twists and counter-twists in the region's politics and known NPCs as the GMs played push-me-pull-you with the world.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7354169, member: 23935"] Not a lot in the past couple of decades. I offered to share campaigns that weren't specifically focused on environmental exploration, but none of the other players wanted to step up to the GM seat. I agree it is both simpler and more abstract than the real world. You have fewer points of input which makes the ones you do receive much more important and seemingly meaningful. Which means information contrary to a pattern or relationship (either GM introduced red herrings, mischaracterised colour, or player-introduced events) also has an out-sized effect on player pattern detection. It is best if the GM strives to include other influences in his prep to limit his own prejudices; I tend to add a few adventures written by outsiders very now and again. . It can be hard particularly when the players are dealing with bits and pieces and do not yet understand how different aspects interrelate. The PCs are concentrating on the identity of the serial killer and a player does something that makes their receptionist take a vacation as a lark and suddenly the murder timeline breaks. Was that deviation planned? Is it reacting to something the PCs did or is the timing coincidental? We've done disjointed follow-on campaigns too. They tend to work well because one GM is in charge for the whole arc. The campaigns I was discussing had multiple consecutive GMs -- we swapped pretty much every adventure taking control of the current state of the world as it was known by the table at the time of transition. Thee were a lot of twists and counter-twists in the region's politics and known NPCs as the GMs played push-me-pull-you with the world. [/QUOTE]
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