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What is *worldbuilding* for?
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<blockquote data-quote="hawkeyefan" data-source="post: 7354243" data-attributes="member: 6785785"><p>The GM's judgment. Why MUST it conflict with what the player wants? Why can't the GM have an idea in his mind ahead of time, with some ideas about what can or may happen, but not committing to anything until the players have interacted with the idea? </p><p></p><p></p><p></p><p>The NPC might be a villain in the GM's mind. But the PCs are free to ally with him or oppose him...whatever they want. I don't think that pre-authoring anything means you must commit to it 100% with no ability to deviate. </p><p></p><p>I feel like the same question could be asked of framing. What's to stop the GM from framing things that have nothing to do with what the players want? Certainly a GM could do that....it just would likely be seen as a contradiction to the goals of play. </p><p></p><p>Same thing. </p><p></p><p></p><p></p><p>Yes, the GM has agency in my examples. I am not offering an example that fits your style. I am attempting to offer you an answer to your question. To explain why some of us find GM driven elements useful. </p><p></p><p></p><p></p><p>Yes. This is me offering an answer to your question. I don't place the same level of value that you place on player agency. I like it, and I prefer it in most instances, but I do not think it must be ubiquitous. </p><p></p><p>So you asked what is worldbuilding for.....here's something to consider. As with most things, there may need to be some consideration given in evaluating it. "Hm is this worth the loss in player agency that will result?" I think your answer is clearly "No", and that's fine. </p><p></p><p>But I don't think you wanted an echo chamber. And I don't think that your preference for another style somehow eliminates your ability to understand why a different style might appeal to other players. For me, having some predetermined elements may be worth a reduction in player agency in some ways. </p><p></p><p></p><p></p><p>Sure. I'm just simply not as concerned with that limit as you are. Or at least, I'm not always concerned. There are always some constraints on what the players can have their characters do, so in a case like you describe where you take two stories and tie them together...I wouldn't be averse to that at all. Especially if it was still in line with what the players had established as what they want for their characters. </p><p></p><p></p><p></p><p>I feel like you aren't analyzing the technique at all. You don't like the technique, which is fine, but then you don't seem to ever even allow the possibility that the technique has anything to offer. And you insist upon adding other preferences you hold as being requirements for the technique to even be considered. </p><p></p><p>So maybe we should take a moment to reset....to look at the question you posed in the OP again, and ask it of you. What is worldbuilding for? Has your view changed in any way at all? Or do you feel exactly as you did at the start? Has anything said here by anyone over the 100 pages made a difference in your opinion?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7354243, member: 6785785"] The GM's judgment. Why MUST it conflict with what the player wants? Why can't the GM have an idea in his mind ahead of time, with some ideas about what can or may happen, but not committing to anything until the players have interacted with the idea? The NPC might be a villain in the GM's mind. But the PCs are free to ally with him or oppose him...whatever they want. I don't think that pre-authoring anything means you must commit to it 100% with no ability to deviate. I feel like the same question could be asked of framing. What's to stop the GM from framing things that have nothing to do with what the players want? Certainly a GM could do that....it just would likely be seen as a contradiction to the goals of play. Same thing. Yes, the GM has agency in my examples. I am not offering an example that fits your style. I am attempting to offer you an answer to your question. To explain why some of us find GM driven elements useful. Yes. This is me offering an answer to your question. I don't place the same level of value that you place on player agency. I like it, and I prefer it in most instances, but I do not think it must be ubiquitous. So you asked what is worldbuilding for.....here's something to consider. As with most things, there may need to be some consideration given in evaluating it. "Hm is this worth the loss in player agency that will result?" I think your answer is clearly "No", and that's fine. But I don't think you wanted an echo chamber. And I don't think that your preference for another style somehow eliminates your ability to understand why a different style might appeal to other players. For me, having some predetermined elements may be worth a reduction in player agency in some ways. Sure. I'm just simply not as concerned with that limit as you are. Or at least, I'm not always concerned. There are always some constraints on what the players can have their characters do, so in a case like you describe where you take two stories and tie them together...I wouldn't be averse to that at all. Especially if it was still in line with what the players had established as what they want for their characters. I feel like you aren't analyzing the technique at all. You don't like the technique, which is fine, but then you don't seem to ever even allow the possibility that the technique has anything to offer. And you insist upon adding other preferences you hold as being requirements for the technique to even be considered. So maybe we should take a moment to reset....to look at the question you posed in the OP again, and ask it of you. What is worldbuilding for? Has your view changed in any way at all? Or do you feel exactly as you did at the start? Has anything said here by anyone over the 100 pages made a difference in your opinion? [/QUOTE]
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