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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7394598" data-attributes="member: 42582"><p>No. An action declaration to create a secret door would be "I build a secret door". It would be tested on Stonemason or Engineering or some comparable skill, or perhaps - if being done magically (as per the D&D spell Phase Door or something similar) by testing a sorcerous ability.</p><p></p><p>As opposed to "I look for a secret door", which is tested on some sort of Perception or Search ability.</p><p></p><p>It's not a pre-authoring of anything, nor is it <a href="https://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/" target="_blank">using a specific heuristic to simulate such preparation in real-time</a>. It's action declaration. Resolving an action declaration isn't simulating preparation that took place in advance of play. <em>It's actually playing the game</em>!</p><p></p><p>Whether it's a form of problematic "narration sharing" is a further question. I addressed this at some length in a post upthread, considering different approaches to play and what may or may not be anticlimactic and tension-draining in those contexts.</p><p></p><p>(1) If failure means capture (for instance), then the player can't keep trying.</p><p></p><p>(2) If the player is not allowed to declare actions to try and escape, then how do you envisage the situation actually resolving?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7394598, member: 42582"] No. An action declaration to create a secret door would be "I build a secret door". It would be tested on Stonemason or Engineering or some comparable skill, or perhaps - if being done magically (as per the D&D spell Phase Door or something similar) by testing a sorcerous ability. As opposed to "I look for a secret door", which is tested on some sort of Perception or Search ability. It's not a pre-authoring of anything, nor is it [url=https://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/]using a specific heuristic to simulate such preparation in real-time[/url]. It's action declaration. Resolving an action declaration isn't simulating preparation that took place in advance of play. [I]It's actually playing the game[/I]! Whether it's a form of problematic "narration sharing" is a further question. I addressed this at some length in a post upthread, considering different approaches to play and what may or may not be anticlimactic and tension-draining in those contexts. (1) If failure means capture (for instance), then the player can't keep trying. (2) If the player is not allowed to declare actions to try and escape, then how do you envisage the situation actually resolving? [/QUOTE]
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