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What is *worldbuilding* for?
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<blockquote data-quote="Caliburn101" data-source="post: 7411058" data-attributes="member: 6802178"><p>Amazing that anyone would bother to argue what a GM is.</p><p></p><p>The hobby defined this decades ago, and all more modern metagame mechanics or relative preferences for world-building detail did was give the definition a set of flavours.</p><p></p><p>It's still the same job, and pretending that your own preference in GM style is somehow a definition of what a GM MUST BE, is myopic reasoning.</p><p></p><p>It's entirely obvious what the role of a GM is unless you haven't role-played before, and it's equally obvious what world-building is for.</p><p></p><p>Storytelling needs a setting, and the characters in a story, while impacting that setting, didn't create it. Likewise some of the drama created is from their interaction with that setting, so like the character and motives of antagonists and protagonists, it has to suspend disbelief and be consistent.</p><p></p><p>What you, the player, or you the GM prefer in terms of meeting these requirements of an rpg session in terms of style and delivery is for you - you're way of doing things isn't 'The One True Way', and I see a lot of that kind of thinking in this thread.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7411058, member: 6802178"] Amazing that anyone would bother to argue what a GM is. The hobby defined this decades ago, and all more modern metagame mechanics or relative preferences for world-building detail did was give the definition a set of flavours. It's still the same job, and pretending that your own preference in GM style is somehow a definition of what a GM MUST BE, is myopic reasoning. It's entirely obvious what the role of a GM is unless you haven't role-played before, and it's equally obvious what world-building is for. Storytelling needs a setting, and the characters in a story, while impacting that setting, didn't create it. Likewise some of the drama created is from their interaction with that setting, so like the character and motives of antagonists and protagonists, it has to suspend disbelief and be consistent. What you, the player, or you the GM prefer in terms of meeting these requirements of an rpg session in terms of style and delivery is for you - you're way of doing things isn't 'The One True Way', and I see a lot of that kind of thinking in this thread. [/QUOTE]
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