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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7354544" data-attributes="member: 82106"><p>I agree, and have the experience to back this up. However, its impossible to say that any person posting here and espousing GM-driven play IS doing any of that, and naturally they're not guilty of advocating for it simply because they see that as a good way to run a game. I mean, this is the rock that all RPG discussions of this ilk sink on. Everyone takes any critique of their favorite techniques as a judgement of play using those techniques, and of the people doing it. Its very easy and natural, just as easy and natural as steering the game in a direction that goes down some specific road.</p><p></p><p>That being said, you can devise very clean sandboxes and that does help to avoid the problem you're talking about. I mean, IF I prepare 4 different adventure locations that are unrelated to each other, I have little incentive to push things in one direction. Its just potentially a lot more work.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7354544, member: 82106"] I agree, and have the experience to back this up. However, its impossible to say that any person posting here and espousing GM-driven play IS doing any of that, and naturally they're not guilty of advocating for it simply because they see that as a good way to run a game. I mean, this is the rock that all RPG discussions of this ilk sink on. Everyone takes any critique of their favorite techniques as a judgement of play using those techniques, and of the people doing it. Its very easy and natural, just as easy and natural as steering the game in a direction that goes down some specific road. That being said, you can devise very clean sandboxes and that does help to avoid the problem you're talking about. I mean, IF I prepare 4 different adventure locations that are unrelated to each other, I have little incentive to push things in one direction. Its just potentially a lot more work. [/QUOTE]
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