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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7380312" data-attributes="member: 42582"><p>The relevant question is, <em>why</em> is the Raven Queen important? Because the GM said so; or because the players said so?</p><p></p><p>It's absolutely different. The players didn't have to do anything but write down the goodies the Raven Queen gave them. There is no change to the structure of resolution - the PCs leave point A and arrive at point B - except that an intermediate step is narrated.</p><p></p><p>The players didn't have to "find" anything, declare any additional actions, etc.</p><p></p><p>In mechanical terms, the items are purely a contribution to PC build; the gifting of them by the Raven Queen is a moment of pure colour. It's not a <em>scene</em> at all.</p><p></p><p>Telling the players about the intersection is telling them a piece of fiction: "As you walk down the tunnel, you come to an intersection."</p><p></p><p>The players then have the "option" as to which way to go - but this word "option" is (again) a metaphor, because this is not a real intersection with which real people are interacting. It's a piece of fiction narrated by the GM, and if the players say "We go left" or "We go right", well that is a trigger for the GM to narrate some more fiction.</p><p></p><p>Why is this more important, more interesting and worth spending time on, compared to actually having the PCs meet the giants that they are interested in interacting with?</p><p></p><p>I'm not overlooking it. I'm making the point that if the players aren't interested in that - because they want to confront the giants, not make friends with some other persons - then why spend time on it at the table? You'll note that, in my example, the players made potions that they wanted. If they had wanted to meet allies, they could have talked about that. But they didn't.</p><p></p><p>It's not hard for players to have their PCs seek out help if the want to. Here's an actual play example:</p><p></p><p style="margin-left: 20px"></p><p></p><p>Your whole presentation of the situation seems to assume a GM-driven game, in which the defeat of the giants is a goal of predetermined difficulty, which therefore might require "aid" of various sorts that will be introduced into the fiction by the GM. As opposed to a player-driven approach, where the players decide whether their PCs are the sort to seek aid or not, and the question of whether or not aid might be needed is settled <em>via the actual play of the game</em>, as in the example I just posted.</p><p></p><p>You are the one who keep insisting that your game is different from mine. I don't have any independent knowledge of it.</p><p></p><p>If in fact you're playing a no myth, player-driven game where the GM introduces story elements and frames scenes in response to the PC goals that players express, well, OK. But then why do you keep insisting that it's GM-driven and different from what I and [MENTION=82106]AbdulAlhazred[/MENTION] are talking about?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7380312, member: 42582"] The relevant question is, [I]why[/I] is the Raven Queen important? Because the GM said so; or because the players said so? It's absolutely different. The players didn't have to do anything but write down the goodies the Raven Queen gave them. There is no change to the structure of resolution - the PCs leave point A and arrive at point B - except that an intermediate step is narrated. The players didn't have to "find" anything, declare any additional actions, etc. In mechanical terms, the items are purely a contribution to PC build; the gifting of them by the Raven Queen is a moment of pure colour. It's not a [I]scene[/I] at all. Telling the players about the intersection is telling them a piece of fiction: "As you walk down the tunnel, you come to an intersection." The players then have the "option" as to which way to go - but this word "option" is (again) a metaphor, because this is not a real intersection with which real people are interacting. It's a piece of fiction narrated by the GM, and if the players say "We go left" or "We go right", well that is a trigger for the GM to narrate some more fiction. Why is this more important, more interesting and worth spending time on, compared to actually having the PCs meet the giants that they are interested in interacting with? I'm not overlooking it. I'm making the point that if the players aren't interested in that - because they want to confront the giants, not make friends with some other persons - then why spend time on it at the table? You'll note that, in my example, the players made potions that they wanted. If they had wanted to meet allies, they could have talked about that. But they didn't. It's not hard for players to have their PCs seek out help if the want to. Here's an actual play example: [indent][/indent] Your whole presentation of the situation seems to assume a GM-driven game, in which the defeat of the giants is a goal of predetermined difficulty, which therefore might require "aid" of various sorts that will be introduced into the fiction by the GM. As opposed to a player-driven approach, where the players decide whether their PCs are the sort to seek aid or not, and the question of whether or not aid might be needed is settled [I]via the actual play of the game[/I], as in the example I just posted. You are the one who keep insisting that your game is different from mine. I don't have any independent knowledge of it. If in fact you're playing a no myth, player-driven game where the GM introduces story elements and frames scenes in response to the PC goals that players express, well, OK. But then why do you keep insisting that it's GM-driven and different from what I and [MENTION=82106]AbdulAlhazred[/MENTION] are talking about? [/QUOTE]
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