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What is *worldbuilding* for?
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<blockquote data-quote="Campbell" data-source="post: 7372549" data-attributes="member: 16586"><p>The first answer is that creating a character with some sort of driving force is a requirement for play. It's part of character creation in most of these games. A Burning Wheel character's Beliefs are as much a part of character creation as generating their stats. Same goes for Aspirations in New World of Darkness or Intimacies in Exalted 3 or a Kicker in Sorcerer.</p><p></p><p>The second answer is a social one. As a player you are expected to contribute to the game by playing a character with Beliefs they are willing to fight for. You wouldn't create a D&D character who wanted to traipse about town all session instead of going where the monsters live to steal their stuff. It's the same deal. </p><p></p><p>Also, the GM is not obligated to provide your character with a motivation. You are. I can help you come up with one if you are having trouble doing so, but it is ultimately on you. You provide the protagonism. The GM provides the antagonism.</p><p></p><p>Note: Apocalypse World and Blades In The Dark are a little different here. They tend to be more exploratory. We want to find out what your character believes over time rather than testing beliefs or going after aspirations.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7372549, member: 16586"] The first answer is that creating a character with some sort of driving force is a requirement for play. It's part of character creation in most of these games. A Burning Wheel character's Beliefs are as much a part of character creation as generating their stats. Same goes for Aspirations in New World of Darkness or Intimacies in Exalted 3 or a Kicker in Sorcerer. The second answer is a social one. As a player you are expected to contribute to the game by playing a character with Beliefs they are willing to fight for. You wouldn't create a D&D character who wanted to traipse about town all session instead of going where the monsters live to steal their stuff. It's the same deal. Also, the GM is not obligated to provide your character with a motivation. You are. I can help you come up with one if you are having trouble doing so, but it is ultimately on you. You provide the protagonism. The GM provides the antagonism. Note: Apocalypse World and Blades In The Dark are a little different here. They tend to be more exploratory. We want to find out what your character believes over time rather than testing beliefs or going after aspirations. [/QUOTE]
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