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What is *worldbuilding* for?
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<blockquote data-quote="darkbard" data-source="post: 7407091" data-attributes="member: 1282"><p>I think it's not a matter of Story Fast but of avoiding Story Stalled (aka Tedium). I understand that this is not <em>your</em> view of such play, that you seem to enjoy play that includes searching the corpses of fallen foes, meticulously tracking PC coppers and arrows, etc. But in a game approach whose primary directive is to "go where the action is," those situations rarely qualify, and so those who want a Story Now game would have agreed to such a mode and pacing. And, as [MENTION=42582]pemerton[/MENTION] says a little upthread, if the players change their mind and want to search the corpses, etc. they need only ask. It is just assumed that this will not be the focus of play, that they are not missing out on expected wealth or needed information, etc. by not taking such actions at every possible opportunity.</p><p></p><p></p><p></p><p>I don't think anyone is adocating for the total removal of rewards (be they coin, magic items, whatever) as a requisite of Story Now gaming. But, let's be realistic: in D&D, for example, of any edition, after the first adventure or two, the assumed economics of the game make worries about buying food, basic equipment, etc. nonissues in the game except by agreed upon group consensus (we're playing in Dark Sun and want to make basic survival a focus of play, we want a "gritty" game, where fungible rewards are few and far between, etc.).</p><p></p><p></p><p></p><p>Indubitably, and I didn't mean to imply that this was the sole province of Story Now gaming. I did want to emphasize that Story Now gaming tends to run in this mode.</p></blockquote><p></p>
[QUOTE="darkbard, post: 7407091, member: 1282"] I think it's not a matter of Story Fast but of avoiding Story Stalled (aka Tedium). I understand that this is not [I]your[/I] view of such play, that you seem to enjoy play that includes searching the corpses of fallen foes, meticulously tracking PC coppers and arrows, etc. But in a game approach whose primary directive is to "go where the action is," those situations rarely qualify, and so those who want a Story Now game would have agreed to such a mode and pacing. And, as [MENTION=42582]pemerton[/MENTION] says a little upthread, if the players change their mind and want to search the corpses, etc. they need only ask. It is just assumed that this will not be the focus of play, that they are not missing out on expected wealth or needed information, etc. by not taking such actions at every possible opportunity. I don't think anyone is adocating for the total removal of rewards (be they coin, magic items, whatever) as a requisite of Story Now gaming. But, let's be realistic: in D&D, for example, of any edition, after the first adventure or two, the assumed economics of the game make worries about buying food, basic equipment, etc. nonissues in the game except by agreed upon group consensus (we're playing in Dark Sun and want to make basic survival a focus of play, we want a "gritty" game, where fungible rewards are few and far between, etc.). Indubitably, and I didn't mean to imply that this was the sole province of Story Now gaming. I did want to emphasize that Story Now gaming tends to run in this mode. [/QUOTE]
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