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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7369529" data-attributes="member: 29398"><p>So what happens if the player doesn't have an agenda, or a pre-set idea of what story she wants to play through? What if she'd rather let her 'agenda' build itself out of what happens during the run of play? Or, in a broader sense, what happens if she wants to react to what the DM gives her to work with rather than having the DM react to what she gives them?</p><p>This has been one of my questions also, but I can see ways both friendly (resolve them consecutively rather than concurrently) and infriendly (a little PvP, anyone?) to get around the issue.</p><p></p><p>The story now might be something as simple as dealing with a tribe of raiding orcs; but in the course of doing so we've learned the local Baron is corrupt. Dealing with him and all his guards and advisers is way outside our pay grade at the moment, and as we don't know who else we can trust with this knowledge we-as-PCs (and as players) just file it away for a later time when we think we can handle what he might throw at us.</p><p></p><p>It's called player-side long range planning.</p><p></p><p>And where another aspect of player agency - that of choosing what to do - is denied as a trade-off.</p><p></p><p>That's a bit surprising, in that it can happen so easily particularly if players are independently coming up with their own intended story-lines. Could be something as simple as, in say a court-intrigue game, one player-as-PC setting her goal as marriage to the Duke and another setting her goal as the overthrow and death of this same Duke.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7369529, member: 29398"] So what happens if the player doesn't have an agenda, or a pre-set idea of what story she wants to play through? What if she'd rather let her 'agenda' build itself out of what happens during the run of play? Or, in a broader sense, what happens if she wants to react to what the DM gives her to work with rather than having the DM react to what she gives them? This has been one of my questions also, but I can see ways both friendly (resolve them consecutively rather than concurrently) and infriendly (a little PvP, anyone?) to get around the issue. The story now might be something as simple as dealing with a tribe of raiding orcs; but in the course of doing so we've learned the local Baron is corrupt. Dealing with him and all his guards and advisers is way outside our pay grade at the moment, and as we don't know who else we can trust with this knowledge we-as-PCs (and as players) just file it away for a later time when we think we can handle what he might throw at us. It's called player-side long range planning. And where another aspect of player agency - that of choosing what to do - is denied as a trade-off. That's a bit surprising, in that it can happen so easily particularly if players are independently coming up with their own intended story-lines. Could be something as simple as, in say a court-intrigue game, one player-as-PC setting her goal as marriage to the Duke and another setting her goal as the overthrow and death of this same Duke. Lanefan [/QUOTE]
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