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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7375346" data-attributes="member: 42582"><p>[MENTION=82106]AbdulAlhazred[/MENTION] has several posts just upthread that are really on-point.</p><p></p><p>It's not more railroading to establish the situation as an exciting one rather than an unexciting one. It's not more railroading for the most salient element in the situation to be "What do I make of this feather-selling peddler?" rather than "Should I look for a bazaar or a sage?" A moral or thematic choice doesn't become more pressing or poignant because framed in terms the GM thinks interesting ("There's a slave being beaten") than terms the player has made salient ("Would you try and steal the feather?" "What do you do when the leader of your cabal asks you to leave town because you're bearing a cursed feather?"). The campaign world doesn't have more depth because more play time was spent asking the GM for information about the fiction, rather than actually engaging with and helping establish the fiction.</p><p></p><p>An individual player may prefer to be told some fiction rather than contribute to creating some. But that's a property of the player; it doesn't entail any particular properties of the fiction.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7375346, member: 42582"] [MENTION=82106]AbdulAlhazred[/MENTION] has several posts just upthread that are really on-point. It's not more railroading to establish the situation as an exciting one rather than an unexciting one. It's not more railroading for the most salient element in the situation to be "What do I make of this feather-selling peddler?" rather than "Should I look for a bazaar or a sage?" A moral or thematic choice doesn't become more pressing or poignant because framed in terms the GM thinks interesting ("There's a slave being beaten") than terms the player has made salient ("Would you try and steal the feather?" "What do you do when the leader of your cabal asks you to leave town because you're bearing a cursed feather?"). The campaign world doesn't have more depth because more play time was spent asking the GM for information about the fiction, rather than actually engaging with and helping establish the fiction. An individual player may prefer to be told some fiction rather than contribute to creating some. But that's a property of the player; it doesn't entail any particular properties of the fiction. [/QUOTE]
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