Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 7396849" data-attributes="member: 42582"><p>The reason I referreed to Eero Tuovinen's essay, a long way upthread, is because it gives a very clear statement of the "standard narrativistic model", which is one method of "story now" RPGing. PbtA is another way, which emphasises scene-framing less and extrapolation from the fiction more. (PbtA is, in that way at least, closer to OSR.)</p><p></p><p>In my experience there are some posters on ENworld who think the question "If there's no worldbuilding, how would the game even be set in motion?" is a purely rhetorical quetion, and a sufficient explanation of what worldbuilding is for. Hence the utility of a succinct description of an approach to play - the standard narrativistic model - which uses other methods to set the game in motion.</p><p></p><p>Examples of searching for a map, or a secret door, were introduced into the discussion by <em>me </em>- not Eero Tuovinen - to illustrate the contrast between resolution with or without GM secet backstory. The only connection they have to Eero's essay is indirect, in the following way: (i) the absence of secret-backtory is more typical in standard narrativistic RPGing, because (ii) the use of secret backstory makes it harder to "go where the action is" if the action involves discovery (as opposed to, say, killing) and makes it more likely that the game will involve a significant degree of the players declaring actions that trigger the GM to reveal hitherto-unrevealed backstory so that the players then know what the necessary fictional positioning is for their PCs to make the desired discoveries.</p><p></p><p>I guess a third connection between the topic of the previous paragraph, and Eero's essay, is that his essay is moslty a criticism of conch-passing (or, as he calls it, narration sharing), and resolving an action declaration in a RPG is obviously not conch-passing.</p><p></p><p>Subsequently, [MENTION=29398]Lanefan[/MENTION], [MENTION=6778044]Ilbranteloth[/MENTION] and [MENTION=23751]Maxperson[/MENTION] asserted that resolving action declaration <em>is</em>, in fact, a form of conch-passing, and hence <em>is</em> the sort of thing that Eero is cautioning against. I think this is obviously not what Eero had in mind, for the reasons that both [MENTION=82106]AbdulAlhazred[/MENTION] and I have given: <em>whatever we think about action resolution</em>, it is clearly not preparing something in advance of playing the game, nor a proxy for it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7396849, member: 42582"] The reason I referreed to Eero Tuovinen's essay, a long way upthread, is because it gives a very clear statement of the "standard narrativistic model", which is one method of "story now" RPGing. PbtA is another way, which emphasises scene-framing less and extrapolation from the fiction more. (PbtA is, in that way at least, closer to OSR.) In my experience there are some posters on ENworld who think the question "If there's no worldbuilding, how would the game even be set in motion?" is a purely rhetorical quetion, and a sufficient explanation of what worldbuilding is for. Hence the utility of a succinct description of an approach to play - the standard narrativistic model - which uses other methods to set the game in motion. Examples of searching for a map, or a secret door, were introduced into the discussion by [I]me [/I]- not Eero Tuovinen - to illustrate the contrast between resolution with or without GM secet backstory. The only connection they have to Eero's essay is indirect, in the following way: (i) the absence of secret-backtory is more typical in standard narrativistic RPGing, because (ii) the use of secret backstory makes it harder to "go where the action is" if the action involves discovery (as opposed to, say, killing) and makes it more likely that the game will involve a significant degree of the players declaring actions that trigger the GM to reveal hitherto-unrevealed backstory so that the players then know what the necessary fictional positioning is for their PCs to make the desired discoveries. I guess a third connection between the topic of the previous paragraph, and Eero's essay, is that his essay is moslty a criticism of conch-passing (or, as he calls it, narration sharing), and resolving an action declaration in a RPG is obviously not conch-passing. Subsequently, [MENTION=29398]Lanefan[/MENTION], [MENTION=6778044]Ilbranteloth[/MENTION] and [MENTION=23751]Maxperson[/MENTION] asserted that resolving action declaration [I]is[/I], in fact, a form of conch-passing, and hence [I]is[/I] the sort of thing that Eero is cautioning against. I think this is obviously not what Eero had in mind, for the reasons that both [MENTION=82106]AbdulAlhazred[/MENTION] and I have given: [I]whatever we think about action resolution[/I], it is clearly not preparing something in advance of playing the game, nor a proxy for it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top