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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7375078" data-attributes="member: 82106"><p>I think this is a really interesting point. You are thinking with the mind of a player in a DM-centered game, and applying your conclusions to a Story Now game. The GM in Story Now HAS NO AGENDA. There is nothing significant about the bazaar, whatsoever. It was invented 5 seconds ago and it is a nullity, "gate gate, paragate, parasamgate, bodhi soha!" It is literally empty of meaning. The GM put the player there so that the player could exercise his interest in a particular theme, in an exercise of RPing. The plot significance of the place will arise out of the interaction of these two (probably more) participants. If the player says "Oh, I want to go to the library, I ask the guy at the stall here which direction to find that in" then that's all the meaning there ever was in that scene. He's not 'missing something' because he didn't stick around. That's exactly the sort of logic which would apply in DM-centered play instead! How many times have I pixel-bitched some room at the end of a hall, thinking "The GM put it here for SOME reason, didn't he!?" In a Story Now game I can just walk out, any potential meaning is unrealized and its meaningless to even ask "what would have happened if I'd stayed there?" </p><p></p><p>It is hard to overemphasize this point, it is a sort of category error. Reasoning this way about Story Now is simply not going to make sense.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7375078, member: 82106"] I think this is a really interesting point. You are thinking with the mind of a player in a DM-centered game, and applying your conclusions to a Story Now game. The GM in Story Now HAS NO AGENDA. There is nothing significant about the bazaar, whatsoever. It was invented 5 seconds ago and it is a nullity, "gate gate, paragate, parasamgate, bodhi soha!" It is literally empty of meaning. The GM put the player there so that the player could exercise his interest in a particular theme, in an exercise of RPing. The plot significance of the place will arise out of the interaction of these two (probably more) participants. If the player says "Oh, I want to go to the library, I ask the guy at the stall here which direction to find that in" then that's all the meaning there ever was in that scene. He's not 'missing something' because he didn't stick around. That's exactly the sort of logic which would apply in DM-centered play instead! How many times have I pixel-bitched some room at the end of a hall, thinking "The GM put it here for SOME reason, didn't he!?" In a Story Now game I can just walk out, any potential meaning is unrealized and its meaningless to even ask "what would have happened if I'd stayed there?" It is hard to overemphasize this point, it is a sort of category error. Reasoning this way about Story Now is simply not going to make sense. [/QUOTE]
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