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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7394125" data-attributes="member: 82106"><p>Yeah, and there are times when I can't understand why you think that things would be inconsistent and 'force fit'. I can't speak to what other people experience as verisimilitude, but in the games I've played and GMed which were, to a greater or lesser extent, Story Now that sense did not seem to be lacking. </p><p></p><p>As for characters choosing the 'easiest path', I'd say most players play their characters as if they're trying to survive and succeed. Its not really the case that Story Now 'waters down' or does away with challenges (as some have asserted) nor that it particularly leads to behavior which is overly melodramatic or out of character. I mean, if the players WANT melodrama, who's to argue with them really? Still, most players don't play that much differently in terms of what they end up doing, than they would have in 'classic D&D' or whatever. The plots and plans and quests and the things that are under threat from orcs, and demons, and whatnot, are just the things they picked! The GM is still picking obstacles in the framing, and the players are creatively finding ways to narrate overcoming them, or failing to do so. Cleverness and astute play are still virtues. </p><p></p><p>I mean, as a GM I could help create a story in which Johnny Dumbass wins by doing stupid things, sure. Its not the most natural story to tell, and not the USUAL sort of character most players are into. In a mild form it can even be a decent change. I mean, heck, we all remember that 3 INT guy (ahem @Galladian!) who bumbled through! That was fun, but a typical Story Game is going to be a little more grounded than that. Mule Go Bang! hahahahaha!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7394125, member: 82106"] Yeah, and there are times when I can't understand why you think that things would be inconsistent and 'force fit'. I can't speak to what other people experience as verisimilitude, but in the games I've played and GMed which were, to a greater or lesser extent, Story Now that sense did not seem to be lacking. As for characters choosing the 'easiest path', I'd say most players play their characters as if they're trying to survive and succeed. Its not really the case that Story Now 'waters down' or does away with challenges (as some have asserted) nor that it particularly leads to behavior which is overly melodramatic or out of character. I mean, if the players WANT melodrama, who's to argue with them really? Still, most players don't play that much differently in terms of what they end up doing, than they would have in 'classic D&D' or whatever. The plots and plans and quests and the things that are under threat from orcs, and demons, and whatnot, are just the things they picked! The GM is still picking obstacles in the framing, and the players are creatively finding ways to narrate overcoming them, or failing to do so. Cleverness and astute play are still virtues. I mean, as a GM I could help create a story in which Johnny Dumbass wins by doing stupid things, sure. Its not the most natural story to tell, and not the USUAL sort of character most players are into. In a mild form it can even be a decent change. I mean, heck, we all remember that 3 INT guy (ahem @Galladian!) who bumbled through! That was fun, but a typical Story Game is going to be a little more grounded than that. Mule Go Bang! hahahahaha! [/QUOTE]
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