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What is *worldbuilding* for?
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<blockquote data-quote="Ovinomancer" data-source="post: 7356106" data-attributes="member: 16814"><p>Just to clarify, Backstory in Story Now games is always apparent to the players (or should be). Backstory applied to, say, D&D, includes a bunch of things that might be hidden.</p><p></p><p>That said, yes, I agree.</p><p></p><p></p><p>I agree. The method of framing that Story Now uses forces choices of the DM's devising on the players. But, then, so does more traditional play, just in a slower exposition. The fight will still be with those orcs regardless of style. What I think limits agency in Story Now is the necessity to move to crisis -- play will focus around crisis points entirely, and players cannot avoid or mitigate these crises prior to their introduction into play, they can only aim for a different kind of crisis. Again, as I said prior to this, I don't think this is a problem, because the agency lost isn't agency the players care about. What they care about is maximizing the agency in a narrativist way -- ie, playing through with the only focus on the immediate story, with only past story as a restriction (NO future story AT ALL), and addressing issues of human concern. That last bit, thought, I'll admit is still a bit too vague for use for me.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7356106, member: 16814"] Just to clarify, Backstory in Story Now games is always apparent to the players (or should be). Backstory applied to, say, D&D, includes a bunch of things that might be hidden. That said, yes, I agree. I agree. The method of framing that Story Now uses forces choices of the DM's devising on the players. But, then, so does more traditional play, just in a slower exposition. The fight will still be with those orcs regardless of style. What I think limits agency in Story Now is the necessity to move to crisis -- play will focus around crisis points entirely, and players cannot avoid or mitigate these crises prior to their introduction into play, they can only aim for a different kind of crisis. Again, as I said prior to this, I don't think this is a problem, because the agency lost isn't agency the players care about. What they care about is maximizing the agency in a narrativist way -- ie, playing through with the only focus on the immediate story, with only past story as a restriction (NO future story AT ALL), and addressing issues of human concern. That last bit, thought, I'll admit is still a bit too vague for use for me. [/QUOTE]
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