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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7406533" data-attributes="member: 29398"><p>And though I understand this is your preference, there's one minor point within it that may be at the root of our differences:</p><p></p><p>The player does not have control over <strong>the results of</strong> his/her PC's actions.</p><p></p><p>This is true both in story-now and traditional. The player always has control over what actions her PC attempts (and, thus, she declares at the table) - she can declare anything at any time even including searching for a laser gun in the Duke's toilet - but has no control over what may result from attempting said declared actions. And we agree on the edge cases as well: clearly-out-of-genre declarations get a "no", very basic or obvious declarations (e.g. "we make camp for the night") get a "yes", and so forth.</p><p></p><p>The only difference between us lies in how the in-doubt results are determined. You want the results to be always determined on the fly by die roll, where I don't care if they're pre-determined by a game world state as yet unknown to me or by die roll at the time as in theory I - looking through the eyes of my PC - shouldn't be able to tell the difference anyway.</p><p></p><p>Yet if the players do want to spend time on it, what then? Something has to give: either your enjoyment of running the game or their agency to declare what their PCs attempt in the fiction.</p><p></p><p>Lan-"treasure is never, ever, ever irrelevant; and every copper piece counts in the long run"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7406533, member: 29398"] And though I understand this is your preference, there's one minor point within it that may be at the root of our differences: The player does not have control over [B]the results of[/B] his/her PC's actions. This is true both in story-now and traditional. The player always has control over what actions her PC attempts (and, thus, she declares at the table) - she can declare anything at any time even including searching for a laser gun in the Duke's toilet - but has no control over what may result from attempting said declared actions. And we agree on the edge cases as well: clearly-out-of-genre declarations get a "no", very basic or obvious declarations (e.g. "we make camp for the night") get a "yes", and so forth. The only difference between us lies in how the in-doubt results are determined. You want the results to be always determined on the fly by die roll, where I don't care if they're pre-determined by a game world state as yet unknown to me or by die roll at the time as in theory I - looking through the eyes of my PC - shouldn't be able to tell the difference anyway. Yet if the players do want to spend time on it, what then? Something has to give: either your enjoyment of running the game or their agency to declare what their PCs attempt in the fiction. Lan-"treasure is never, ever, ever irrelevant; and every copper piece counts in the long run"-efan [/QUOTE]
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