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What is *worldbuilding* for?
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<blockquote data-quote="Ovinomancer" data-source="post: 7411038" data-attributes="member: 16814"><p>You're forgetting the mandate on the GM to frame into crisis. Yes, the player's have additional knot into the themes of okay and <em>may</em> have additional ability to write to backstory with actions ( ie, secret door creation) , but this is countered by the fact that the GM is required to frame the PCs into crisis over these points. The players lose the ability to mitigate issues with planning and are instead thrust into crisis regardless.</p><p></p><p>This is often dismissed because it's assumed that the players buy into this and desire it (and this is true), but a similar argument for traditional play is dismissed. Many Story Now games actually build in mechanics to mitigate this very issue by giving players extra story levers to mitigate bad things that happen to their PCs. Strangely, this is seem as more agency over traditional games rather than mechanics implemented to directly offset the agency restrictions built into the framing mechanisms of Story Now.</p><p></p><p>Don't get me wrong, here, I dont think this is a negative to Story Now. It aims for a target and hits it with the play it generates.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7411038, member: 16814"] You're forgetting the mandate on the GM to frame into crisis. Yes, the player's have additional knot into the themes of okay and [i]may[/i] have additional ability to write to backstory with actions ( ie, secret door creation) , but this is countered by the fact that the GM is required to frame the PCs into crisis over these points. The players lose the ability to mitigate issues with planning and are instead thrust into crisis regardless. This is often dismissed because it's assumed that the players buy into this and desire it (and this is true), but a similar argument for traditional play is dismissed. Many Story Now games actually build in mechanics to mitigate this very issue by giving players extra story levers to mitigate bad things that happen to their PCs. Strangely, this is seem as more agency over traditional games rather than mechanics implemented to directly offset the agency restrictions built into the framing mechanisms of Story Now. Don't get me wrong, here, I dont think this is a negative to Story Now. It aims for a target and hits it with the play it generates. [/QUOTE]
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What is *worldbuilding* for?
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