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What is *worldbuilding* for?
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<blockquote data-quote="Tony Vargas" data-source="post: 7412201" data-attributes="member: 996"><p>The 90s were not a great decade for TTRPGs, I suppose. CCGs were introduced in '93 and cut into the typical new-RPGer demographic heavily, they (it, really: M:tG) dominated conventions for years, by the end of the 90s, young (under 30) TTRPG players were somewhat uncommon, and often had come to the hobby via LARPing. WWGS was the head-space leader in the industry, and TSR imploded. </p><p></p><p>In the 90s, 'story' was actually a big deal (nothing like 'Story Now,' it'd be more like "Story First," the GM, or even the writers of setting material, write a story/'meta-plot' and the GM pulls the players through it, more or less consensually/participationally), FWIW. It was also the era of UseNet and the infamous Roll v Role debate - which led to Threefold Theory, which led to all this crazy Forge lingo we use so inconsistently today. The most popular games of the decade were, IIRC, AD&D 2e (natch), Storyteller (WoD), and, though not really an RPG, Battletech (it was crazy popular, including crossover with a lot of RPGers at least at the cons I went to, and it had a crap RPG attached to it). Towards the end of the decade, the conventional wisdom was that those three won out because of the depth/wealth of their settings, which included novels and/or 'meta-plots' woven through the setting which, if your GM wanted to keep using the next book that came out (and one likely came out each month), constrained the kinds of stories your 'troupe' could tell. </p><p></p><p>So I guess we weren't just getting limited player agency, but limited GM agency, in a sense...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7412201, member: 996"] The 90s were not a great decade for TTRPGs, I suppose. CCGs were introduced in '93 and cut into the typical new-RPGer demographic heavily, they (it, really: M:tG) dominated conventions for years, by the end of the 90s, young (under 30) TTRPG players were somewhat uncommon, and often had come to the hobby via LARPing. WWGS was the head-space leader in the industry, and TSR imploded. In the 90s, 'story' was actually a big deal (nothing like 'Story Now,' it'd be more like "Story First," the GM, or even the writers of setting material, write a story/'meta-plot' and the GM pulls the players through it, more or less consensually/participationally), FWIW. It was also the era of UseNet and the infamous Roll v Role debate - which led to Threefold Theory, which led to all this crazy Forge lingo we use so inconsistently today. The most popular games of the decade were, IIRC, AD&D 2e (natch), Storyteller (WoD), and, though not really an RPG, Battletech (it was crazy popular, including crossover with a lot of RPGers at least at the cons I went to, and it had a crap RPG attached to it). Towards the end of the decade, the conventional wisdom was that those three won out because of the depth/wealth of their settings, which included novels and/or 'meta-plots' woven through the setting which, if your GM wanted to keep using the next book that came out (and one likely came out each month), constrained the kinds of stories your 'troupe' could tell. So I guess we weren't just getting limited player agency, but limited GM agency, in a sense... [/QUOTE]
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