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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7372586" data-attributes="member: 82106"><p>Nice! This is of course a real strength for a lot of 'story games' that they do very specific settings quite well. When genre expectations and whatnot are spelled out very clearly and the characters have a fairly set concept space to fill, then its likely they will 'fit' pretty well. Of course that means choices are limited, as you noted. Obviously this kind of game can have limited lifespan and replay value unless the players are particularly into the specifics. Of course there's room for infinite such games out there. I personally really like the PbtA model of providing options in the form of a series of 'moves' that evoke the specific conceits of a given genre. DW, for instance, is really pretty narrowly aimed at producing play that is narratively analogous to B/X vintage D&D. It gets HARD to apply it outside of that space. Of course its also easy enough to invent new games in the same vein which work in other contexts, though some are less straightforward, or just too open ended to really work well in this format. For instance it would be harder to make a true space opera game using PbtA IMHO. You can obviously do some niche stuff there, but each class of character is really fairly narrow in these games.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7372586, member: 82106"] Nice! This is of course a real strength for a lot of 'story games' that they do very specific settings quite well. When genre expectations and whatnot are spelled out very clearly and the characters have a fairly set concept space to fill, then its likely they will 'fit' pretty well. Of course that means choices are limited, as you noted. Obviously this kind of game can have limited lifespan and replay value unless the players are particularly into the specifics. Of course there's room for infinite such games out there. I personally really like the PbtA model of providing options in the form of a series of 'moves' that evoke the specific conceits of a given genre. DW, for instance, is really pretty narrowly aimed at producing play that is narratively analogous to B/X vintage D&D. It gets HARD to apply it outside of that space. Of course its also easy enough to invent new games in the same vein which work in other contexts, though some are less straightforward, or just too open ended to really work well in this format. For instance it would be harder to make a true space opera game using PbtA IMHO. You can obviously do some niche stuff there, but each class of character is really fairly narrow in these games. [/QUOTE]
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