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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7357712" data-attributes="member: 29398"><p>I'd say it is, in that without it there probably won't BE any narrative after the end of the battle, as there'll be no party left to narrate about. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Which to me shows an advantage of a more DM-driven game: the player doesn't have to bother with these considerations but instead can just play her character and in so doing declare anything, trusting the DM's judgment to just say 'no' to anything that's out of line or ridiculous.</p><p></p><p>In other words, if I'm the player here I don't want to have to think on any sort of meta-level about "what's good for the story" or "is this beneficial to the narrative" when I'm trying to get my sorry character out of a jam...or at any other time, for that matter. And why is that? Because the moment I allow a thought of "what's good for the story" to change anything that my character would otherwise do, I've stopped playing my character as my character and have instead moved into meta-playing.</p><p></p><p>I-as-player should be able to just have my character do what it would do (or try to, subject to the DM's permission and-or the system's means of resolution), and let the story take care of itself.</p><p></p><p>As for the specific example:</p><p></p><p>All of these are of course possible; but many could be seen from the player side as being exactly the same as the DM consulting her notes and (with or without faking a roll) narrating failure on the search.</p><p></p><p>And further, even if a secret door there is illogical a character desperate to find an escape route might not see it that way in the heat of the moment...</p><p></p><p>Lan-"why is it that I simply cannot type the word 'secret' without messing it up and having to backspace-retype"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7357712, member: 29398"] I'd say it is, in that without it there probably won't BE any narrative after the end of the battle, as there'll be no party left to narrate about. :) Which to me shows an advantage of a more DM-driven game: the player doesn't have to bother with these considerations but instead can just play her character and in so doing declare anything, trusting the DM's judgment to just say 'no' to anything that's out of line or ridiculous. In other words, if I'm the player here I don't want to have to think on any sort of meta-level about "what's good for the story" or "is this beneficial to the narrative" when I'm trying to get my sorry character out of a jam...or at any other time, for that matter. And why is that? Because the moment I allow a thought of "what's good for the story" to change anything that my character would otherwise do, I've stopped playing my character as my character and have instead moved into meta-playing. I-as-player should be able to just have my character do what it would do (or try to, subject to the DM's permission and-or the system's means of resolution), and let the story take care of itself. As for the specific example: All of these are of course possible; but many could be seen from the player side as being exactly the same as the DM consulting her notes and (with or without faking a roll) narrating failure on the search. And further, even if a secret door there is illogical a character desperate to find an escape route might not see it that way in the heat of the moment... Lan-"why is it that I simply cannot type the word 'secret' without messing it up and having to backspace-retype"-efan [/QUOTE]
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