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What is *worldbuilding* for?
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<blockquote data-quote="Nagol" data-source="post: 7404568" data-attributes="member: 23935"><p>Those who have little use for worldbuilding seem to believe their opinions are reflective of others. They're not. No one's opinion is.</p><p></p><p>What's worldbuilding for? Engaging me. Without worldbuilding, I don't have anywhere near as much fun as a player because I can no longer engage in those activities I like doing.</p><p></p><p>I LIKE to plan; planning requires defining situations rigorously enough that one can discover them and create approaches, mitigations, and remedies. I LIKE to explore to collect of the information and resource necessary for creating and executing the plan. I LIKE coasting to victory -- it means I planned and executed well. Given an opportunity, I probably wouldn't give a thought about violating the Czege Principle because it increases my chance of success.</p><p></p><p>In effect, I LIKE " the GM has the 'gold' and the players are tasked with navigating the 'maze' to uncover it." as a style of play.</p><p></p><p>Another issue I have with playing player-facing games is my definition of an appropriate cool story is usually strongly at odds with the majority. I just 'think different' so I find having a single vision controlling genre and themes tends to make the whole far more consistent and increases my comfort level dramatically since I can more quickly learn how the world works.</p><p></p><p>Now as a GM, things are quite different. I like running a mixture of DM-facing and player-facing games. They really do different things and although the tales recounted away from the table may sound similar, the actual table experience is quite different for the participants. I pick a DM-facing game when I want a DM-facing experience, especially if I want a heavy exploration focus or uncaring world themes (D&D, X-Files, asymmetrical warfare engagements, post-apocalyptic, i.e. hard-scrabble styles), and pick a player-facing game when I want a more solipsistic/constant pressure engagement (hero/superhero, film noir, i.e. "cinematic" styles).</p></blockquote><p></p>
[QUOTE="Nagol, post: 7404568, member: 23935"] Those who have little use for worldbuilding seem to believe their opinions are reflective of others. They're not. No one's opinion is. What's worldbuilding for? Engaging me. Without worldbuilding, I don't have anywhere near as much fun as a player because I can no longer engage in those activities I like doing. I LIKE to plan; planning requires defining situations rigorously enough that one can discover them and create approaches, mitigations, and remedies. I LIKE to explore to collect of the information and resource necessary for creating and executing the plan. I LIKE coasting to victory -- it means I planned and executed well. Given an opportunity, I probably wouldn't give a thought about violating the Czege Principle because it increases my chance of success. In effect, I LIKE " the GM has the 'gold' and the players are tasked with navigating the 'maze' to uncover it." as a style of play. Another issue I have with playing player-facing games is my definition of an appropriate cool story is usually strongly at odds with the majority. I just 'think different' so I find having a single vision controlling genre and themes tends to make the whole far more consistent and increases my comfort level dramatically since I can more quickly learn how the world works. Now as a GM, things are quite different. I like running a mixture of DM-facing and player-facing games. They really do different things and although the tales recounted away from the table may sound similar, the actual table experience is quite different for the participants. I pick a DM-facing game when I want a DM-facing experience, especially if I want a heavy exploration focus or uncaring world themes (D&D, X-Files, asymmetrical warfare engagements, post-apocalyptic, i.e. hard-scrabble styles), and pick a player-facing game when I want a more solipsistic/constant pressure engagement (hero/superhero, film noir, i.e. "cinematic" styles). [/QUOTE]
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