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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7378459" data-attributes="member: 29398"><p>And the closer that game world is set up to resemble a real world in how it operates the better: more consistent, more believable, and easier to relate to.</p><p></p><p>And before you say "the real world doesn't have magic ... [etc.]" ask yourself - what if it did? How would the real world look and function if it had D&D-style magic in it, but very little or no modern technology? Answer that (in whatever manner suits you) and boom: you've got a starting point for building your world.</p><p></p><p>If the GM decides - by way of authorship - that there is no alchemist, despite the player wanting it to be the case that his/her PC meet such a person, that is clearly an exercise of GM agency over the content of the shared fiction, which correlates with an absence of such agency on the part of the player.</p><p></p><p>You misread me, I think. I'm not refusing to acknowledge the existence of story-now RPGing - it'd be mighty hard to do that around here! - but I am denying that player agency is solely (or even mostly, or even significantly) defined by how much control the players have over the content of the fiction.</p><p></p><p>I can acknowledge the existence of both X and Y while at the same time saying that one of them is IMO built on a foundation of loose sand.</p><p></p><p>Or to rephrase: the difference between having just the item you need handed to you on a platter because your successful action declaration authored its existence, or the serendipitous joy on realizing this item you found on a seemingly-unrelated adventure is in fact exactly what you've been looking for all along.</p><p></p><p>On those games, yes. But taking what he's read and trying to apply it to gaming as a whole, which is what he's doing in that eassy? I can do that too. So can you.</p><p></p><p>The impression I got was that he was trying to apply his theories to all RPGs, including all versions of D&D.</p><p></p><p>Gotta run - a game to play. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7378459, member: 29398"] And the closer that game world is set up to resemble a real world in how it operates the better: more consistent, more believable, and easier to relate to. And before you say "the real world doesn't have magic ... [etc.]" ask yourself - what if it did? How would the real world look and function if it had D&D-style magic in it, but very little or no modern technology? Answer that (in whatever manner suits you) and boom: you've got a starting point for building your world. If the GM decides - by way of authorship - that there is no alchemist, despite the player wanting it to be the case that his/her PC meet such a person, that is clearly an exercise of GM agency over the content of the shared fiction, which correlates with an absence of such agency on the part of the player. You misread me, I think. I'm not refusing to acknowledge the existence of story-now RPGing - it'd be mighty hard to do that around here! - but I am denying that player agency is solely (or even mostly, or even significantly) defined by how much control the players have over the content of the fiction. I can acknowledge the existence of both X and Y while at the same time saying that one of them is IMO built on a foundation of loose sand. Or to rephrase: the difference between having just the item you need handed to you on a platter because your successful action declaration authored its existence, or the serendipitous joy on realizing this item you found on a seemingly-unrelated adventure is in fact exactly what you've been looking for all along. On those games, yes. But taking what he's read and trying to apply it to gaming as a whole, which is what he's doing in that eassy? I can do that too. So can you. The impression I got was that he was trying to apply his theories to all RPGs, including all versions of D&D. Gotta run - a game to play. :) [/QUOTE]
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