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What is *worldbuilding* for?
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<blockquote data-quote="Emerikol" data-source="post: 7393224" data-attributes="member: 6698278"><p>And this is where we keep going back and forth. The players have 100% control over what THEY do. They have 0% of the authority on any other part of the world besides their own actions. So to the degree their actions are creating events in the world they have a lot of control. They don't though have control over things their characters if they existed in that world would not have control over. Their ability to affect the world is limited to all the ways their character could affect the world if they existed in that world.</p><p></p><p>I would posit, and this is from my own personal experience of course, that a world that allows anything the players can dream up to become part of the "fiction" of the world is going to lack consistency and verisimilitude. I'm not going to buy that this world feels real. I've had DM's like that and my interest soon wained. I want a world that is crafted specifically to provide connections and relationships amongst all it's residents. Even the fact I know it's being determined purely by dice is off putting to me. It is why for most of this kind of stuff I prefer the DM roll behind the screen and just state what I see. I don't want it to seem as if the DM is a portal into a real world. He provides the sensory data and I provide my characters actions.</p><p></p><p>What I don't understand is why you feel restrained because you can't force fit something into the world that doesn't make sense even if you don't know it doesn't make sense. And now it comes full circle back around to Story Creation vs Classical Roleplaying. In my games, my players always choose the easiest path to victory. Why? Because that is what their characters would do. I bet in your games sometimes your characters choose the most cinematic choice even if it's not the best ultimately when it comes to accomplishing the mission.</p><p></p><p>Anyway. It's obviously fun for you and other people so that is what matters for your group. I admit I don't see the attraction and I don't believe my fellow roleplayers would either.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 7393224, member: 6698278"] And this is where we keep going back and forth. The players have 100% control over what THEY do. They have 0% of the authority on any other part of the world besides their own actions. So to the degree their actions are creating events in the world they have a lot of control. They don't though have control over things their characters if they existed in that world would not have control over. Their ability to affect the world is limited to all the ways their character could affect the world if they existed in that world. I would posit, and this is from my own personal experience of course, that a world that allows anything the players can dream up to become part of the "fiction" of the world is going to lack consistency and verisimilitude. I'm not going to buy that this world feels real. I've had DM's like that and my interest soon wained. I want a world that is crafted specifically to provide connections and relationships amongst all it's residents. Even the fact I know it's being determined purely by dice is off putting to me. It is why for most of this kind of stuff I prefer the DM roll behind the screen and just state what I see. I don't want it to seem as if the DM is a portal into a real world. He provides the sensory data and I provide my characters actions. What I don't understand is why you feel restrained because you can't force fit something into the world that doesn't make sense even if you don't know it doesn't make sense. And now it comes full circle back around to Story Creation vs Classical Roleplaying. In my games, my players always choose the easiest path to victory. Why? Because that is what their characters would do. I bet in your games sometimes your characters choose the most cinematic choice even if it's not the best ultimately when it comes to accomplishing the mission. Anyway. It's obviously fun for you and other people so that is what matters for your group. I admit I don't see the attraction and I don't believe my fellow roleplayers would either. [/QUOTE]
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