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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7370771" data-attributes="member: 82106"><p>I think it is true that 5e, largely implicitly, assumes a game centered around GM authority and a GM authored story line. There's a bit of a nod to player-generated character backstory in the form of the personality traits and background, and you can tie those to some mechanics through skill choices, but there's really very little which concretely ties these things in a mechanical sense to the fiction which happens at the table. There isn't even the SC construct with which to mediate and structure conflict in a way that is largely amenable to player manipulation. </p><p></p><p>I think 5e is a step up from 2e, which espouses a narrative type of game without ANY mechanical support or concession to it at all. 5e has the traits and backgrounds, Inspiration (weak as it is), and a much 'tighter' resolution system than 2e such that players at least have some expectation that things will work a certain way when they try something. Yet it falls far short in specific ways of what 4e offered in this area.</p><p></p><p>To be clear, 4e could have gone a good bit further (I have authored that game myself). 5e pulled back a lot in critical areas.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7370771, member: 82106"] I think it is true that 5e, largely implicitly, assumes a game centered around GM authority and a GM authored story line. There's a bit of a nod to player-generated character backstory in the form of the personality traits and background, and you can tie those to some mechanics through skill choices, but there's really very little which concretely ties these things in a mechanical sense to the fiction which happens at the table. There isn't even the SC construct with which to mediate and structure conflict in a way that is largely amenable to player manipulation. I think 5e is a step up from 2e, which espouses a narrative type of game without ANY mechanical support or concession to it at all. 5e has the traits and backgrounds, Inspiration (weak as it is), and a much 'tighter' resolution system than 2e such that players at least have some expectation that things will work a certain way when they try something. Yet it falls far short in specific ways of what 4e offered in this area. To be clear, 4e could have gone a good bit further (I have authored that game myself). 5e pulled back a lot in critical areas. [/QUOTE]
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