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What is *worldbuilding* for?
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<blockquote data-quote="Ilbranteloth" data-source="post: 7389369" data-attributes="member: 6778044"><p>And I say that I obviously need you to show me where that's wrong. Because he specifically recommends that the players don't have any authority to author the fiction outside of advocacy of their characters, other than possibly (part of) the backstory. After that point, what happens in the world around the PCs is in the hands of the GM.</p><p></p><p><em>"The problem we have here, specifically, is that when you apply narration sharing to backstory authority, you require the player to both establish and resolve a conflict, which runs counter to the Czege principle. You also require the player to take on additional responsibilities in addition to his tasks in character advocacy; this is a crucial change to the nature of the game, as it shapes a core activity into a completely new form. Now, instead of only having to worry about expressing his character and making decisions for him, the player is thrust into a position of authorship: he has to make decisions that are not predicated on the best interests of his character, but on the best interests of the story itself."</em></p><p></p><p><em>"Can you see how this underlying fundamental structure is undermined by undiscretionary use of narrative sharing? The fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character; this is the holy grail of rpg design, this is exactly the thing that was promised to me in 1992 in the MERP rulebook. And it works, but only as long as you do not require the player to take part in determining the backstory and moments of choice. If the player character is engaged in a deadly duel with the evil villain of the story, you do not ask the player to determine whether it would be “cool” if the villain were revealed to be the player character’s father. The correct heuristic is to throw out the claim of fatherhood if it seems like a challenging revelation for the character, not ask the player whether he’s OK with it – asking him is the same as telling him to stop considering the scene in terms of what his character wants and requiring him to take an objective stance on what is “best for the story”. Consensus is a poor tool in driving excitement, a roleplaying game does not have teeth if you stop to ask the other players if it’s OK to actually challenge their characters."</em></p><p></p><p>That pretty much sounds exactly like what we're talking about. The player makes decision and takes actions, and the GM adjudicates (and authors) the world.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7389369, member: 6778044"] And I say that I obviously need you to show me where that's wrong. Because he specifically recommends that the players don't have any authority to author the fiction outside of advocacy of their characters, other than possibly (part of) the backstory. After that point, what happens in the world around the PCs is in the hands of the GM. [I]"The problem we have here, specifically, is that when you apply narration sharing to backstory authority, you require the player to both establish and resolve a conflict, which runs counter to the Czege principle. You also require the player to take on additional responsibilities in addition to his tasks in character advocacy; this is a crucial change to the nature of the game, as it shapes a core activity into a completely new form. Now, instead of only having to worry about expressing his character and making decisions for him, the player is thrust into a position of authorship: he has to make decisions that are not predicated on the best interests of his character, but on the best interests of the story itself."[/I] [I]"Can you see how this underlying fundamental structure is undermined by undiscretionary use of narrative sharing? The fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character; this is the holy grail of rpg design, this is exactly the thing that was promised to me in 1992 in the MERP rulebook. And it works, but only as long as you do not require the player to take part in determining the backstory and moments of choice. If the player character is engaged in a deadly duel with the evil villain of the story, you do not ask the player to determine whether it would be “cool” if the villain were revealed to be the player character’s father. The correct heuristic is to throw out the claim of fatherhood if it seems like a challenging revelation for the character, not ask the player whether he’s OK with it – asking him is the same as telling him to stop considering the scene in terms of what his character wants and requiring him to take an objective stance on what is “best for the story”. Consensus is a poor tool in driving excitement, a roleplaying game does not have teeth if you stop to ask the other players if it’s OK to actually challenge their characters."[/I] That pretty much sounds exactly like what we're talking about. The player makes decision and takes actions, and the GM adjudicates (and authors) the world. [/QUOTE]
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