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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7379297" data-attributes="member: 29398"><p>There's an element involved here that's too important to ignore: time.</p><p></p><p>A dramatic TV show only has a certain amount of running time in which to tell its story, and thus is oftentimes forced to skip from scene to scene just to get the story told within the alloted time.</p><p></p><p>A typical home-played RPG has no such resctriction. Telling the story has no real-world deadline behind it; and a single session is equivalent to picking up a book at whatever page you put it down, reading a few pages, then putting it down again. There's nothing forcing a single session to follow a dramatic arc (intro-tension-buildup-climax-denouement). In fact, probably the only thing that could force an RPG to skip from scene to scene like a TV show is a very limited attention span by its DM and-or players.</p><p></p><p>I agree with most of the rest of what you said, except for:</p><p>What does it say then, that depending on mood I'm either a metalhead or an 80's new-waver or (more recently) a synthwave-chillwave fan; yet I also like an explorative game? <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><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7379297, member: 29398"] There's an element involved here that's too important to ignore: time. A dramatic TV show only has a certain amount of running time in which to tell its story, and thus is oftentimes forced to skip from scene to scene just to get the story told within the alloted time. A typical home-played RPG has no such resctriction. Telling the story has no real-world deadline behind it; and a single session is equivalent to picking up a book at whatever page you put it down, reading a few pages, then putting it down again. There's nothing forcing a single session to follow a dramatic arc (intro-tension-buildup-climax-denouement). In fact, probably the only thing that could force an RPG to skip from scene to scene like a TV show is a very limited attention span by its DM and-or players. I agree with most of the rest of what you said, except for: What does it say then, that depending on mood I'm either a metalhead or an 80's new-waver or (more recently) a synthwave-chillwave fan; yet I also like an explorative game? :) Lanefan [/QUOTE]
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