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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7411763" data-attributes="member: 82106"><p>I don't think that 'classic' games NECESSARILY lack this characteristic. There are three points to consider:</p><p></p><p>1) In some degree this accordance may actually reflect use of informal narrativist techniques. To the degree that this is true one style of play can approach the other by becoming the other style!</p><p></p><p>2) Narrativist techniques and Story Now, which is really what [MENTION=42582]pemerton[/MENTION] has been focused on from post #1 IMHO, are not totally the same thing. Story Now is more specific, and the use of some narrative focus isn't automatically the same sort of focus.</p><p></p><p>3) The accordance in Story Now is guaranteed by the rules and process of play. Its not accidental or implicit or informal. It is the very essence of the nature of this form of play. It could be that you could produce EXACTLY the same level of focus informally, but I think the difference is still material when we talk about techniques of play.</p><p></p><p>So, personally, I would just rather play the game where this is an explicit process, but it is perfectly true that at some level games ultimately have to address player interests, or the game will wither. We still can have better games for it, and my feeling is that Story Now games have a more PARTICULAR focus on player agenda/interests, generally. That is, its always, in every scene, the player's agenda. A module may be "Yeah, we want to test ourselves against Tomb of Horror, lets play that!" and (particularly for such a tightly focused module) its going to be quite true that player interests are engaged. Still, it may not be ALWAYS true, even in that module. Maybe the players would have more interest in mummies or yuan ti, or something as their main antagonist and not a lich. The lich is what they got, not a tragedy.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7411763, member: 82106"] I don't think that 'classic' games NECESSARILY lack this characteristic. There are three points to consider: 1) In some degree this accordance may actually reflect use of informal narrativist techniques. To the degree that this is true one style of play can approach the other by becoming the other style! 2) Narrativist techniques and Story Now, which is really what [MENTION=42582]pemerton[/MENTION] has been focused on from post #1 IMHO, are not totally the same thing. Story Now is more specific, and the use of some narrative focus isn't automatically the same sort of focus. 3) The accordance in Story Now is guaranteed by the rules and process of play. Its not accidental or implicit or informal. It is the very essence of the nature of this form of play. It could be that you could produce EXACTLY the same level of focus informally, but I think the difference is still material when we talk about techniques of play. So, personally, I would just rather play the game where this is an explicit process, but it is perfectly true that at some level games ultimately have to address player interests, or the game will wither. We still can have better games for it, and my feeling is that Story Now games have a more PARTICULAR focus on player agenda/interests, generally. That is, its always, in every scene, the player's agenda. A module may be "Yeah, we want to test ourselves against Tomb of Horror, lets play that!" and (particularly for such a tightly focused module) its going to be quite true that player interests are engaged. Still, it may not be ALWAYS true, even in that module. Maybe the players would have more interest in mummies or yuan ti, or something as their main antagonist and not a lich. The lich is what they got, not a tragedy. [/QUOTE]
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