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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7393374" data-attributes="member: 82106"><p>Certainly realistic, unless you consider peeling a large mountain of vegetables to be an adventure! <img src="http://www.enworld.org/forum/images/smilies/cry.png" class="smilie" loading="lazy" alt=":.-(" title="Cry :.-(" data-shortname=":.-(" /></p><p></p><p></p><p></p><p>This is certainly true in most classic RPG structure. Taking the early RPGs...</p><p></p><p>In Boot Hill the PCs are free living cowboy/outlaw types, maybe lawmen in a land with no law, pretty much you do what you can get away with, and kill anyone who objects!</p><p></p><p>In Metamorphosis Alpha/GW 1e its pretty much the same. The PCs MIGHT belong to a 'secret society' but the implications of this are pretty much up to the GM and it is certainly a lawless world with little society.</p><p></p><p>Most D&D games consist of a 'party' which is a law unto itself essentially. They may sometimes have some 'hooks' that tie them to something, but classes and whatnot are carefully written to minimize the necessity of that (without making it impossible). Many groups are 'bands of murder hobos'.</p><p></p><p>Traveler likewise marginalizes the PCs. The chargen system severs them from whatever organizations they were tied to before play, and then usually provides the group with at least one ship, a way to move around and avoid being compelled to overt lawfulness. Most groups tend to operate as sort of 'grey area' 'free traders' who try to avoid being outrageously criminal (at least where anyone can see) and who often perform legitimate business deals. The characters are expected to be motivated by money, willing to engage in dubious acts, and always looking out for some sort of easy payday. Later expansions added mercenary forces, etc.</p><p></p><p>I think games have moved somewhat in the direction of more social PCs over time, but only to the extent that they have become more story-centered and less purely action centered or challenge centered (IE like dungeon crawls).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7393374, member: 82106"] Certainly realistic, unless you consider peeling a large mountain of vegetables to be an adventure! :.-( This is certainly true in most classic RPG structure. Taking the early RPGs... In Boot Hill the PCs are free living cowboy/outlaw types, maybe lawmen in a land with no law, pretty much you do what you can get away with, and kill anyone who objects! In Metamorphosis Alpha/GW 1e its pretty much the same. The PCs MIGHT belong to a 'secret society' but the implications of this are pretty much up to the GM and it is certainly a lawless world with little society. Most D&D games consist of a 'party' which is a law unto itself essentially. They may sometimes have some 'hooks' that tie them to something, but classes and whatnot are carefully written to minimize the necessity of that (without making it impossible). Many groups are 'bands of murder hobos'. Traveler likewise marginalizes the PCs. The chargen system severs them from whatever organizations they were tied to before play, and then usually provides the group with at least one ship, a way to move around and avoid being compelled to overt lawfulness. Most groups tend to operate as sort of 'grey area' 'free traders' who try to avoid being outrageously criminal (at least where anyone can see) and who often perform legitimate business deals. The characters are expected to be motivated by money, willing to engage in dubious acts, and always looking out for some sort of easy payday. Later expansions added mercenary forces, etc. I think games have moved somewhat in the direction of more social PCs over time, but only to the extent that they have become more story-centered and less purely action centered or challenge centered (IE like dungeon crawls). [/QUOTE]
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