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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7375094" data-attributes="member: 82106"><p>Yeah, I think the quantity of detail is likely equivalent, it may just be spent on different things.</p><p></p><p></p><p>I don't have a problem with this. I think that sometimes it can be leveraged later for more development too, but in a sense it is just color. The world is always kind of really mostly the path that the characters walk. The rest is pretty fuzzy.</p><p></p><p></p><p>In the games I've played in, of all types, it is common and normal for each player to yield the spotlight and allow other characters to be developed by their players as seems most conducive to fun. I admit, I'm a pretty active player and I don't have trouble getting my time in the sun, but I do try to be considerate. There's nothing about Story Now which changes this equation in the least. </p><p></p><p></p><p>Well, yes, but this doesn't work really in Story Now, does it? I mean, the players could spend their time moving the PCs around poking for what they're interested in, but the whole premise is it can come to you! I realize this is not a recipe for a dungeon crawl, and D&D evolved from that recipe, so its foreign to much of the D&D community, but I think it would behoove them all to learn something about it sometimes. </p><p></p><p></p><p>Well, you might have missed some good stuff! I have run a mean game of 4e. It works quite well, even if some people don't care for it. There is a lot of very clever design in 4e.</p><p></p><p></p><p></p><p>I think that is another field of player preference. Taking great risks and gambles is a perfectly good thematic concept for a game. It can still be, and maybe inevitably is, pretty player centered. As for 'realism' I can't even define that, so I stopped worrying about it 20 years ago and suddenly found I had achieved a great deal of freedom.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7375094, member: 82106"] Yeah, I think the quantity of detail is likely equivalent, it may just be spent on different things. I don't have a problem with this. I think that sometimes it can be leveraged later for more development too, but in a sense it is just color. The world is always kind of really mostly the path that the characters walk. The rest is pretty fuzzy. In the games I've played in, of all types, it is common and normal for each player to yield the spotlight and allow other characters to be developed by their players as seems most conducive to fun. I admit, I'm a pretty active player and I don't have trouble getting my time in the sun, but I do try to be considerate. There's nothing about Story Now which changes this equation in the least. Well, yes, but this doesn't work really in Story Now, does it? I mean, the players could spend their time moving the PCs around poking for what they're interested in, but the whole premise is it can come to you! I realize this is not a recipe for a dungeon crawl, and D&D evolved from that recipe, so its foreign to much of the D&D community, but I think it would behoove them all to learn something about it sometimes. Well, you might have missed some good stuff! I have run a mean game of 4e. It works quite well, even if some people don't care for it. There is a lot of very clever design in 4e. I think that is another field of player preference. Taking great risks and gambles is a perfectly good thematic concept for a game. It can still be, and maybe inevitably is, pretty player centered. As for 'realism' I can't even define that, so I stopped worrying about it 20 years ago and suddenly found I had achieved a great deal of freedom. [/QUOTE]
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