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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7405355" data-attributes="member: 42582"><p>I don't care about the words <em>insisting </em>and <em>asserting</em>. I'm talking about what's on the right-hand side of them. You say that I insist that nothing be changed. I'm saying that I don't insist on that. I don't care whether the GM-authored setting is authored in advance or on the spot: either way, if it used in the typical way that GM-authored setting is used in RPGing then it generates a burden on player agency that I do not enjoy (as player or GM).</p><p></p><p>That's not the sort of thing that I have in mind when I say that I expect the GM to frame scenes that engage these elements of my PC.</p><p></p><p>I want to go further and say that that's <em>not at all</em> the sort of thing that I have in mind, but your description is quite brief. But it seems like mere colour. I'm envisaging something along the lines of, say, a NPC joins us at our camp because of the fire, and then my cooking helps me befriend him/her; or maybe, given that I also have an instinct about interposing myself if an innocent is threatened, this person would be in need of help and my cooking might help soothe him/her.</p><p></p><p>It's not my job, as player, to set out the details of such a scene - that's on the GM. But my example hopefully illustrates the sort of thing I have in mind. You can see that it's not just colour. It would actually be a moment of importance in the game.</p><p></p><p>You make this confident assertion . . . but you weren't there, so you have no evidence other than what I've described. And if you read what I've written, you;ll see that it was <em>the player</em> who decided that the situation warranted the possibility - "Is there a bowl in the room?"</p><p></p><p>I also didn't set the probability. I set a difficulty, based on the likelihood of a visible bowl being present. The probability, given that difficulty (I would think Ob 2), is dependent on the Perception stat on the character sheet, which I don't remember now off the top of my head and may or may not have been aware of at the time. (The PC is a shaman-type, so probably Perception 4D or 5D, so a chance of success probably around 70% to 80%.)</p><p></p><p>I'm sure you <em>could</em>, but have you? When's the last time that, in your game, an Assess/Perception action was used by a player to establish an advantage of some sort in the fiction that wasn't prompted by the GM, or mediated via some GM decision independent of the actual process of action resolution?</p><p></p><p>I think what you say here is obviously false.</p><p></p><p>Suppose the players just sat around the table while the GM narrated their PCs doing stuff, narrated consequences, etc. The "product" might be identical to what would have happened had the players actually played the game. But I can't believe that <em>any</em> RPGer would say that the process - ie the way the fiction is established - makes no difference to the play experience.</p><p></p><p>In other words, the <em>experience of the players at the table</em> is not <em>that they learn of a certain fiction</em>. What they experience is <em>the actual play of the game</em> whereby that fiction is generated. And hence different ways of generating the fiction yield different RPGing experiences.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7405355, member: 42582"] I don't care about the words [I]insisting [/I]and [I]asserting[/I]. I'm talking about what's on the right-hand side of them. You say that I insist that nothing be changed. I'm saying that I don't insist on that. I don't care whether the GM-authored setting is authored in advance or on the spot: either way, if it used in the typical way that GM-authored setting is used in RPGing then it generates a burden on player agency that I do not enjoy (as player or GM). That's not the sort of thing that I have in mind when I say that I expect the GM to frame scenes that engage these elements of my PC. I want to go further and say that that's [I]not at all[/I] the sort of thing that I have in mind, but your description is quite brief. But it seems like mere colour. I'm envisaging something along the lines of, say, a NPC joins us at our camp because of the fire, and then my cooking helps me befriend him/her; or maybe, given that I also have an instinct about interposing myself if an innocent is threatened, this person would be in need of help and my cooking might help soothe him/her. It's not my job, as player, to set out the details of such a scene - that's on the GM. But my example hopefully illustrates the sort of thing I have in mind. You can see that it's not just colour. It would actually be a moment of importance in the game. You make this confident assertion . . . but you weren't there, so you have no evidence other than what I've described. And if you read what I've written, you;ll see that it was [I]the player[/I] who decided that the situation warranted the possibility - "Is there a bowl in the room?" I also didn't set the probability. I set a difficulty, based on the likelihood of a visible bowl being present. The probability, given that difficulty (I would think Ob 2), is dependent on the Perception stat on the character sheet, which I don't remember now off the top of my head and may or may not have been aware of at the time. (The PC is a shaman-type, so probably Perception 4D or 5D, so a chance of success probably around 70% to 80%.) I'm sure you [I]could[/I], but have you? When's the last time that, in your game, an Assess/Perception action was used by a player to establish an advantage of some sort in the fiction that wasn't prompted by the GM, or mediated via some GM decision independent of the actual process of action resolution? I think what you say here is obviously false. Suppose the players just sat around the table while the GM narrated their PCs doing stuff, narrated consequences, etc. The "product" might be identical to what would have happened had the players actually played the game. But I can't believe that [I]any[/I] RPGer would say that the process - ie the way the fiction is established - makes no difference to the play experience. In other words, the [I]experience of the players at the table[/I] is not [I]that they learn of a certain fiction[/I]. What they experience is [I]the actual play of the game[/I] whereby that fiction is generated. And hence different ways of generating the fiction yield different RPGing experiences. [/QUOTE]
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