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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7377710" data-attributes="member: 82106"><p>I think what he's trying to say is that he's rolling to decide if something the PLAYER was interested in exists. What if he handed the %dice to the player and said 'roll, on a 62 or higher there is a secret door', I think that would be representative of player agency. I don't think the GM tossing the dice takes that way. So here he probably IS describing something we would consider player input into the fiction (and agency over it in some measure).</p><p></p><p></p><p></p><p>There is a somewhat tangential question here, which actually takes us to an important point about your original question. IF as a GM I fully detail EVERYTHING before play, that is every salient detail of everything which I will ever describe, at least to first order, AND I do so without any respect for any consideration of player interest, proclivities, what character they happen to play, etc. then I'm, in a sense, making a pre-determination of what level of detail the game will focus on and be played at.</p><p></p><p>This, IMHO, is actually a reason why content is pre-authored, and some GMs favor creating a 'sandbox'. That is they're basically saying "I don't want to have to decide when something is or isn't interesting to you, I'm going to just make a list of ALL the things that are interesting to me, and you can assume anything I describe unprompted when you examine a situation, etc. is 'my stuff'. If you want to talk about 'your stuff' (whatever that is) then go dig around, we'll invent some thing you uncover that will be perhaps more 'up your alley' (because you want to explore dungeons and you pried open doors leading underground or something). </p><p></p><p>I'm not saying that makes a game 'player driven' in either of our definitions, but it has some power to explain what GMs are after when they generate this kind of content.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7377710, member: 82106"] I think what he's trying to say is that he's rolling to decide if something the PLAYER was interested in exists. What if he handed the %dice to the player and said 'roll, on a 62 or higher there is a secret door', I think that would be representative of player agency. I don't think the GM tossing the dice takes that way. So here he probably IS describing something we would consider player input into the fiction (and agency over it in some measure). There is a somewhat tangential question here, which actually takes us to an important point about your original question. IF as a GM I fully detail EVERYTHING before play, that is every salient detail of everything which I will ever describe, at least to first order, AND I do so without any respect for any consideration of player interest, proclivities, what character they happen to play, etc. then I'm, in a sense, making a pre-determination of what level of detail the game will focus on and be played at. This, IMHO, is actually a reason why content is pre-authored, and some GMs favor creating a 'sandbox'. That is they're basically saying "I don't want to have to decide when something is or isn't interesting to you, I'm going to just make a list of ALL the things that are interesting to me, and you can assume anything I describe unprompted when you examine a situation, etc. is 'my stuff'. If you want to talk about 'your stuff' (whatever that is) then go dig around, we'll invent some thing you uncover that will be perhaps more 'up your alley' (because you want to explore dungeons and you pried open doors leading underground or something). I'm not saying that makes a game 'player driven' in either of our definitions, but it has some power to explain what GMs are after when they generate this kind of content. [/QUOTE]
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