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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7389346" data-attributes="member: 29398"><p>It's also possible, in the type of game I envision, for all the PCs to have their dramatic needs emerge during play rather than be pre-determined by the player before play begins.</p><p></p><p>I completely disagree with this statement, in that character growth and development is very possible without any overt 'dramatic needs' or suchlike behind it.</p><p></p><p>I know this because most of the characters I play grow and develop in exactly this manner. They don't (usually) have overt dramatic needs or goals beyond "let's go adventuring: we'll get rich and-or die trying!".</p><p></p><p>I'll freely admit that mine doesn't; but in my defense I'll also freely admit that neither I nor any of my players can hold a candle to JRRT's talent when it comes to authorship.</p><p></p><p>You won't get much out of them but here's about 34 years' worth:</p><p></p><p><a href="http://www.friendsofgravity.com/games/telenet/index_telenet.html" target="_blank">Telenet</a> 1984-94</p><p><a href="http://www.friendsofgravity.com/games/riveria/index_riveria.html" target="_blank">Riveria</a> 1995-2007</p><p><a href="http://www.friendsofgravity.com/games/decast/index.html" target="_blank">Decast</a> 2008-present</p><p></p><p>The adventure logs are very event-based and don't often (if ever!) go into character motivations or any of that stuff, and the older ones aren't all that detailed. But, they're all I've got... <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>Lan-"and then you go on to quote Ron Edwards, which might just send me running for the hills about now"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7389346, member: 29398"] It's also possible, in the type of game I envision, for all the PCs to have their dramatic needs emerge during play rather than be pre-determined by the player before play begins. I completely disagree with this statement, in that character growth and development is very possible without any overt 'dramatic needs' or suchlike behind it. I know this because most of the characters I play grow and develop in exactly this manner. They don't (usually) have overt dramatic needs or goals beyond "let's go adventuring: we'll get rich and-or die trying!". I'll freely admit that mine doesn't; but in my defense I'll also freely admit that neither I nor any of my players can hold a candle to JRRT's talent when it comes to authorship. You won't get much out of them but here's about 34 years' worth: [url=http://www.friendsofgravity.com/games/telenet/index_telenet.html]Telenet[/url] 1984-94 [url=http://www.friendsofgravity.com/games/riveria/index_riveria.html]Riveria[/url] 1995-2007 [url=http://www.friendsofgravity.com/games/decast/index.html]Decast[/url] 2008-present The adventure logs are very event-based and don't often (if ever!) go into character motivations or any of that stuff, and the older ones aren't all that detailed. But, they're all I've got... :) Lan-"and then you go on to quote Ron Edwards, which might just send me running for the hills about now"-efan [/QUOTE]
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