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What is *worldbuilding* for?
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<blockquote data-quote="Arilyn" data-source="post: 7407092" data-attributes="member: 6816042"><p>In Story Now games, the GM would not place the force field ahead of play. Placing it ahead of time restricts the player because there is no way that jump will be successful. In a Story Now game, there could be a force field as a result of a very badly failed jump roll, but it wasn't automatically there. Now once it is declared to be there by the bad roll, it was of course always there in the world, but not in the GM's backstory.</p><p></p><p>The advocates of Story Now gaming don't enjoy making declarations, and having the GM tell them yes or no based on pre- written notes, or the GM's decision based on said notes. It differs from classical play, because the world unfolds based on the results of scenes, which are in turn, driven by character drives and dice rolls. The loss of player agency in classical games is not just the GM being tyrannical, or characters being forced in a single direction. It's, in my understanding, more the players feeling that they are simply tourists in the GM's world. This is where the loss of control is felt. In Story Now games, the characters' drives and motivations feed the drama and determine the direction of the story. They are not, for example, going to become key players in a war against hobgoblins because the GM thought it would be cool to do a hobgoblin war story. </p><p></p><p>The example of your character having free will in a classical game is perfectly valid, but is irrelevant to Story Now gaming, because in Story Now, you as a player have lost agency if a lot of backstory exists. Technically, pemerton is right in saying classical gaming is pretty much a Choose Your Own Adventure. It's also unfair, because a living GM can make it so complex that it doesn't really have much in common with those adventure books. The GM can also rewrite bits on the fly.</p><p></p><p>These are two different styles of rpging. Both work and are fun. It's interesting discussing the different approaches, but trying to prove the objective superiority of one over the other? This has no end, as this thread Is proving.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Arilyn, post: 7407092, member: 6816042"] In Story Now games, the GM would not place the force field ahead of play. Placing it ahead of time restricts the player because there is no way that jump will be successful. In a Story Now game, there could be a force field as a result of a very badly failed jump roll, but it wasn't automatically there. Now once it is declared to be there by the bad roll, it was of course always there in the world, but not in the GM's backstory. The advocates of Story Now gaming don't enjoy making declarations, and having the GM tell them yes or no based on pre- written notes, or the GM's decision based on said notes. It differs from classical play, because the world unfolds based on the results of scenes, which are in turn, driven by character drives and dice rolls. The loss of player agency in classical games is not just the GM being tyrannical, or characters being forced in a single direction. It's, in my understanding, more the players feeling that they are simply tourists in the GM's world. This is where the loss of control is felt. In Story Now games, the characters' drives and motivations feed the drama and determine the direction of the story. They are not, for example, going to become key players in a war against hobgoblins because the GM thought it would be cool to do a hobgoblin war story. The example of your character having free will in a classical game is perfectly valid, but is irrelevant to Story Now gaming, because in Story Now, you as a player have lost agency if a lot of backstory exists. Technically, pemerton is right in saying classical gaming is pretty much a Choose Your Own Adventure. It's also unfair, because a living GM can make it so complex that it doesn't really have much in common with those adventure books. The GM can also rewrite bits on the fly. These are two different styles of rpging. Both work and are fun. It's interesting discussing the different approaches, but trying to prove the objective superiority of one over the other? This has no end, as this thread Is proving.:) [/QUOTE]
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