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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7383908" data-attributes="member: 82106"><p>No, actually too many choices degrades most experiences. Its better to keep focused and have specific openings to change directions and a limited menu of explicit options. If the players want to make other choices, they can quite easily break in and nominate those choices. </p><p></p><p></p><p></p><p>But you aren't talking about a play style here, you're talking about real life and using it as an example of play, which doesn't work. In REAL LIFE you have no choice, you have to drive down to the car lot, that's the way the world works. In an RPG the goal is to have fun playing your character, and the character's actions can be depicted in ANY fashion which meets that goal. </p><p></p><p>You are free to imagine that your way is 'better', and to the extent it is purely a matter of taste there's no dispute. Its not providing 'more choices' though. In fact, IN PRACTICE, I can easily assert that Story Now gives the PCs more choices in the narrative. It certainly is hard to argue it gives less, since 'choice per unit time' is the only possible measure of 'more' or 'less' in this situation please explain to me how the players will have to wait longer to make choices in Story Now. I don't think they will. Nor will the quality of the choices be less, though this is again a subjective measure so I won't try to make silly pointless arguments about it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7383908, member: 82106"] No, actually too many choices degrades most experiences. Its better to keep focused and have specific openings to change directions and a limited menu of explicit options. If the players want to make other choices, they can quite easily break in and nominate those choices. But you aren't talking about a play style here, you're talking about real life and using it as an example of play, which doesn't work. In REAL LIFE you have no choice, you have to drive down to the car lot, that's the way the world works. In an RPG the goal is to have fun playing your character, and the character's actions can be depicted in ANY fashion which meets that goal. You are free to imagine that your way is 'better', and to the extent it is purely a matter of taste there's no dispute. Its not providing 'more choices' though. In fact, IN PRACTICE, I can easily assert that Story Now gives the PCs more choices in the narrative. It certainly is hard to argue it gives less, since 'choice per unit time' is the only possible measure of 'more' or 'less' in this situation please explain to me how the players will have to wait longer to make choices in Story Now. I don't think they will. Nor will the quality of the choices be less, though this is again a subjective measure so I won't try to make silly pointless arguments about it. [/QUOTE]
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