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What is *worldbuilding* for?
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<blockquote data-quote="Maxperson" data-source="post: 7360712" data-attributes="member: 23751"><p>No. It's simply a different way for the player to drive the story. The focus is on different aspects of play than yours, but it's no less player driven. There's no effective difference between the DM obstacle in my style, and you creating the curse obstacle in your via the failed roll. In both instances the players have to overcome an obstacle that the DM put in the way. In both instances the players desires drove that obstacle into being through their desires. In both instances the story moves forward ONLY because of the players, as the DM is just reacting to what the players do. </p><p></p><p>And the story is driven forward in my game by the players regardless of success. Even in failure, the story moves, albeit in a different direction. Perhaps the player seeks a wizard instead to commission the item in need. Maybe he seeks out a demon himself and makes a bargain to learn how to drive the Balrog out. And more. Failure doesn't stop the action, but rather shifts the direction.</p><p></p><p>Your style doesn't allow for greater player control over the story. It simply allows for a different kind of player control over the story and has a different focus on the game.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7360712, member: 23751"] No. It's simply a different way for the player to drive the story. The focus is on different aspects of play than yours, but it's no less player driven. There's no effective difference between the DM obstacle in my style, and you creating the curse obstacle in your via the failed roll. In both instances the players have to overcome an obstacle that the DM put in the way. In both instances the players desires drove that obstacle into being through their desires. In both instances the story moves forward ONLY because of the players, as the DM is just reacting to what the players do. And the story is driven forward in my game by the players regardless of success. Even in failure, the story moves, albeit in a different direction. Perhaps the player seeks a wizard instead to commission the item in need. Maybe he seeks out a demon himself and makes a bargain to learn how to drive the Balrog out. And more. Failure doesn't stop the action, but rather shifts the direction. Your style doesn't allow for greater player control over the story. It simply allows for a different kind of player control over the story and has a different focus on the game. [/QUOTE]
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