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What is *worldbuilding* for?
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<blockquote data-quote="Nagol" data-source="post: 7403585" data-attributes="member: 23935"><p>A simple way to think about player-facing games is reverse causation. Rather than the GM extrapolating plausible consequence for player action, the GM adjusts the starting circumstance to support the determined outcome and uses that combination to drop the players into a new soup.</p><p></p><p>If a player is looking for a secret door and rolls well enough, they will find one and thus establish that such a door exists and change the circumstances so they are using it. If they don't roll well enough, they may* not find one and thus have to deal with their current circumstance without such an asset. Neither the players nor the GM know the future path for the group and it is still possible** that the group's situation will remain in this locale long enough that another pressure point will develop and a new player declaration (either success or failure) will lead to the discovery of a secret door.</p><p></p><p></p><p></p><p></p><p>* The player could still find a secret door at the GM's whim with a low roll, but the value of the door in the current situation will be negative.</p><p>** Possible, but somewhat unlikely. It tends to signal a dearth of creativity on the part of the GM and/or group.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7403585, member: 23935"] A simple way to think about player-facing games is reverse causation. Rather than the GM extrapolating plausible consequence for player action, the GM adjusts the starting circumstance to support the determined outcome and uses that combination to drop the players into a new soup. If a player is looking for a secret door and rolls well enough, they will find one and thus establish that such a door exists and change the circumstances so they are using it. If they don't roll well enough, they may* not find one and thus have to deal with their current circumstance without such an asset. Neither the players nor the GM know the future path for the group and it is still possible** that the group's situation will remain in this locale long enough that another pressure point will develop and a new player declaration (either success or failure) will lead to the discovery of a secret door. * The player could still find a secret door at the GM's whim with a low roll, but the value of the door in the current situation will be negative. ** Possible, but somewhat unlikely. It tends to signal a dearth of creativity on the part of the GM and/or group. [/QUOTE]
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