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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7407192" data-attributes="member: 29398"><p>Then how else are we to delineate the differences between - let's use some design-level examples:</p><p></p><p> - a game system that by design is often deadly to its PCs and a game system that by design plot-protects the PCs such that they can only die if their players allow it</p><p> - - (sub-category) a game system where simple survival is always a goal underlying any other goals and a game system where survival is not an issue</p><p> - - (sub-category) a game system where the story of the party-as-a-whole is primary and a game system where the individual stories of the PCs are primary</p><p> - a game system that by design has PCs be very little different from ordinary game-world people and a game system where the PCs are exceptional to the point of uniqueness</p><p> - a game system that delves into details of resource and treasure acquisition/management and a game system that handwaves these things</p><p></p><p>Some of these are war-vs.-sport comparisons and some are gritty-vs.-(not gritty?).</p><p></p><p>Taken to its conclusion, that says that in the spirit of said co-operation the DM should always fudge her rolls or sub-optimally play her monsters such that the PCs in the end get what they want; be it a combat victory or a solution to the mystery or whatever. I don't think this is what you were getting at - at least, I sure hope it wasn't! - and so you might want to try this one again. <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><p></p><p>The DM has the goal of running a fun, playable, engaging game. The players have two "levels" of goal: one, to enjoy what happens at the table and be engaged/ing and entertained/ing; and two, their PCs have goals within the fiction - goals which, for a good story to unfold, must meet some opposition along the way. This opposition comes from the DM.</p><p></p><p>What I was responding to was an example of yours that was just this: out of the frying pan and immediately into the fire; and the way you put it made it seem like this was typical of story-now. That said, in those years between scenes (which I assume are downtime) do the PCs get a chance to sit back and chart their own course for what they do next?</p><p></p><p>Er...huh? Explain?</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7407192, member: 29398"] Then how else are we to delineate the differences between - let's use some design-level examples: - a game system that by design is often deadly to its PCs and a game system that by design plot-protects the PCs such that they can only die if their players allow it - - (sub-category) a game system where simple survival is always a goal underlying any other goals and a game system where survival is not an issue - - (sub-category) a game system where the story of the party-as-a-whole is primary and a game system where the individual stories of the PCs are primary - a game system that by design has PCs be very little different from ordinary game-world people and a game system where the PCs are exceptional to the point of uniqueness - a game system that delves into details of resource and treasure acquisition/management and a game system that handwaves these things Some of these are war-vs.-sport comparisons and some are gritty-vs.-(not gritty?). Taken to its conclusion, that says that in the spirit of said co-operation the DM should always fudge her rolls or sub-optimally play her monsters such that the PCs in the end get what they want; be it a combat victory or a solution to the mystery or whatever. I don't think this is what you were getting at - at least, I sure hope it wasn't! - and so you might want to try this one again. :) The DM has the goal of running a fun, playable, engaging game. The players have two "levels" of goal: one, to enjoy what happens at the table and be engaged/ing and entertained/ing; and two, their PCs have goals within the fiction - goals which, for a good story to unfold, must meet some opposition along the way. This opposition comes from the DM. What I was responding to was an example of yours that was just this: out of the frying pan and immediately into the fire; and the way you put it made it seem like this was typical of story-now. That said, in those years between scenes (which I assume are downtime) do the PCs get a chance to sit back and chart their own course for what they do next? Er...huh? Explain? Lanefan [/QUOTE]
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