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What is *worldbuilding* for?
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<blockquote data-quote="Tony Vargas" data-source="post: 7412346" data-attributes="member: 996"><p>Yep, that's when we started getting more women into the hobby, V:tM & LARPs in general had a much less male-dominated fanbase, and, I suspect, there was more crossover from LARP to TTRPGs than from M:tG to TT, at the time. (Now, I'm not so sure: it seems like there's a lot of MtG to D&D crossover.)</p><p></p><p>I'm not saying meta-plot is innately good or bad, just that if you want to keep your campaign aligned with it, it narrows your options. That and agreeing that the storytelling trend could have sold some GMs on limiting what would now be called player agency in the name of story (which we'd now call 'Story First' I guess). </p><p></p><p>Personally, I'm not entirely convinced by the conventional wisdom of the late 90s, that it really was setting, let alone meta-plot, that was driving sales of the more popular games. Rather, I think the relative lack of new players, and the time in life many of us found ourselves then, cut down on opportunities to play, so game supplements that were good reads (WWGS was the master at that) became more appealing than games & supplements that were mechanically sound. </p><p></p><p>(If the come-back is sustained and we still have millions of new gamers 10 years from now, I wonder if system will start mattering? </p><p> ...yeah, yeah, stick me in the 'purist for system' box, and ignore me...)</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7412346, member: 996"] Yep, that's when we started getting more women into the hobby, V:tM & LARPs in general had a much less male-dominated fanbase, and, I suspect, there was more crossover from LARP to TTRPGs than from M:tG to TT, at the time. (Now, I'm not so sure: it seems like there's a lot of MtG to D&D crossover.) I'm not saying meta-plot is innately good or bad, just that if you want to keep your campaign aligned with it, it narrows your options. That and agreeing that the storytelling trend could have sold some GMs on limiting what would now be called player agency in the name of story (which we'd now call 'Story First' I guess). Personally, I'm not entirely convinced by the conventional wisdom of the late 90s, that it really was setting, let alone meta-plot, that was driving sales of the more popular games. Rather, I think the relative lack of new players, and the time in life many of us found ourselves then, cut down on opportunities to play, so game supplements that were good reads (WWGS was the master at that) became more appealing than games & supplements that were mechanically sound. (If the come-back is sustained and we still have millions of new gamers 10 years from now, I wonder if system will start mattering? ...yeah, yeah, stick me in the 'purist for system' box, and ignore me...) [/QUOTE]
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