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What is *worldbuilding* for?
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<blockquote data-quote="Ilbranteloth" data-source="post: 7389365" data-attributes="member: 6778044"><p>So the absurd examples is really to have you answer this question: If it's not obvious by the fiction, and the rules don't give clarity, who decides yes or no?</p><p></p><p>And it's not so much about people doing absurd things like giving themselves a holy sword. It's about the players who aren't as fully invested in the story or the direction it's going and decides they are going to go someplace else. It's also about stories that aren't driven by these types of motivations. Maybe they're just serving their two weeks in the town militia on guard duty. Or the story model is more like a TV show where there are weekly things that are going on, life, if you will, and then there are the long-term motivations of the characters that are separate story arcs that are addressed as well, although not necessarily every week. Or even if there are strong motivations, the characters don't share the same motivations. </p><p></p><p>There are so many types of stories to tell, and that's what I still can't wrap my head around. Are these other types of stories possible in a Story Now game? If something is unclear in terms of success or failure, or a player authors something that other players don't like or agree with, then how is that addressed? If that's part of the job of the GM, then explain how that's really different than what we're talking about, other than perhaps the threshold where the GM steps in.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7389365, member: 6778044"] So the absurd examples is really to have you answer this question: If it's not obvious by the fiction, and the rules don't give clarity, who decides yes or no? And it's not so much about people doing absurd things like giving themselves a holy sword. It's about the players who aren't as fully invested in the story or the direction it's going and decides they are going to go someplace else. It's also about stories that aren't driven by these types of motivations. Maybe they're just serving their two weeks in the town militia on guard duty. Or the story model is more like a TV show where there are weekly things that are going on, life, if you will, and then there are the long-term motivations of the characters that are separate story arcs that are addressed as well, although not necessarily every week. Or even if there are strong motivations, the characters don't share the same motivations. There are so many types of stories to tell, and that's what I still can't wrap my head around. Are these other types of stories possible in a Story Now game? If something is unclear in terms of success or failure, or a player authors something that other players don't like or agree with, then how is that addressed? If that's part of the job of the GM, then explain how that's really different than what we're talking about, other than perhaps the threshold where the GM steps in. [/QUOTE]
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