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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7377721" data-attributes="member: 82106"><p>Even you understand that this is silly, with the smiley at the end of it, lol. Obviously the ADVENTURE goes on. Equally obviously there are narrative consequences to things. Not only was the feather not useful, but the character was run out of town over it (he managed to avoid that, but only at the cost of other consequences). If he goes and looks for an 'opal', well maybe he finds one. Maybe the owner wants 20x what it is worth now because the PC made so many enemies! Maybe he can steal it, etc. OK so what? The game IS going to go on. Surely SOMETHING has to happen next! </p><p></p><p>If the GM cannot frame scenes that move the fiction on and give it some sort of trajectory, then I'd say that is just bad GMing, its not reflective of the technique.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7377721, member: 82106"] Even you understand that this is silly, with the smiley at the end of it, lol. Obviously the ADVENTURE goes on. Equally obviously there are narrative consequences to things. Not only was the feather not useful, but the character was run out of town over it (he managed to avoid that, but only at the cost of other consequences). If he goes and looks for an 'opal', well maybe he finds one. Maybe the owner wants 20x what it is worth now because the PC made so many enemies! Maybe he can steal it, etc. OK so what? The game IS going to go on. Surely SOMETHING has to happen next! If the GM cannot frame scenes that move the fiction on and give it some sort of trajectory, then I'd say that is just bad GMing, its not reflective of the technique. [/QUOTE]
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