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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7405351" data-attributes="member: 42582"><p>There are many assumptions underpinning these claims.</p><p></p><p>Some simply are not true in relation to hobbies eg I bake cakes and cookies that, in terms of the cost of ingredients and time spent, would be cheaper to buy - and I'm not such a great baker that I can say what I make is better than what I could buy! But I do it because it's fun.</p><p></p><p>The same can be expected of at least some hobby-game players.</p><p></p><p>As far as dull vs cool moves are concerned, this seems to be a system thing. What you say is true for AD&D and 3E. It's not true for 4e or Cortex+ Heroic. (And BW is too complicated in this respect to make a simple evaluation.)</p><p></p><p>Actually, it has all sorts of ways of managing that potential conflict of interest, eg by establishing when the GM is expected to make moves. Cortex+ does a similar thing with the Doom Pool.</p><p></p><p></p><p>EDIT: This also is relevant:</p><p></p><p>Right. At least in my experience, <em>provided the systems creates the mechanical space for it</em>, players aren't going to declare boring stuff or silly stuff when exciting and/or interesting stuff is also possible!</p><p></p><p>The proviso is one reason why I choose some systems over others.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7405351, member: 42582"] There are many assumptions underpinning these claims. Some simply are not true in relation to hobbies eg I bake cakes and cookies that, in terms of the cost of ingredients and time spent, would be cheaper to buy - and I'm not such a great baker that I can say what I make is better than what I could buy! But I do it because it's fun. The same can be expected of at least some hobby-game players. As far as dull vs cool moves are concerned, this seems to be a system thing. What you say is true for AD&D and 3E. It's not true for 4e or Cortex+ Heroic. (And BW is too complicated in this respect to make a simple evaluation.) Actually, it has all sorts of ways of managing that potential conflict of interest, eg by establishing when the GM is expected to make moves. Cortex+ does a similar thing with the Doom Pool. EDIT: This also is relevant: Right. At least in my experience, [I]provided the systems creates the mechanical space for it[/I], players aren't going to declare boring stuff or silly stuff when exciting and/or interesting stuff is also possible! The proviso is one reason why I choose some systems over others. [/QUOTE]
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