Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arilyn" data-source="post: 7415172" data-attributes="member: 6816042"><p>Yes, there's been repetitive arguments and loops, but I believe that overall, the discussion has been interesting and thought provoking. I've learned some things, thought more deeply about how rpging happens, and have been engaged enough to do some more digging into Story Now.</p><p></p><p>The mistake I made earlier was assuming that I had been mixing Classical play with Story Now elements. My players had lots of agency, and made decisions which could take the story in any direction. They could even add elements to the fiction. Other times, I set up more traditional play. What could be more narrativist than that? If players weren't feeling creative, no problem, they would have my story to fall back on. This is a sound style of GMing, and will probably continue to be my preferred style, but it is not Story Now. It is in fact, as Ron Edwards describes it, simulationist. My table is simulating story. If I set up, even a loose framework of renegade outlaws rebelling against an evil king, my players are going to dive in and further those tropes. There is an assumption ahead of time of where this particular story is going, even if details are fuzzy, and the players will have buy-in. Even if the players do something unexpected, like joining the king's forces, the story is still about corrupt nobility vs. champions of the down-trodden. If I do a more sandbox style, the story and themes are still set up ahead of time. Players know they are wandering adventures seeking a variety of dangers, and probably accumulating wealth. A pre-set trope.</p><p></p><p>Story Now has limited world building, just enough to establish place, as there has to be some practicalities. Theme is not pre-determined, as it arises during play. The choices the players make at the moment determine the story and theme. The GM should be putting on the pressure in each scene, so players must make those decisions, which will shape the theme and tone. It doesn't necessarily mean constant physical danger. The questions can also be moral ones, or anguishing ones, where there is no clear choice, and someone will suffer no matter which way you go.</p><p></p><p>The important take away is that Story Now is not inherently better. Even Ron Edwards makes no value judgement, despite his reputation. All rpgs tell stories. How you tell them is a subjective choice. </p><p></p><p>So, a very long winded post (normal for this thread) to just say, I learned stuff!</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7415172, member: 6816042"] Yes, there's been repetitive arguments and loops, but I believe that overall, the discussion has been interesting and thought provoking. I've learned some things, thought more deeply about how rpging happens, and have been engaged enough to do some more digging into Story Now. The mistake I made earlier was assuming that I had been mixing Classical play with Story Now elements. My players had lots of agency, and made decisions which could take the story in any direction. They could even add elements to the fiction. Other times, I set up more traditional play. What could be more narrativist than that? If players weren't feeling creative, no problem, they would have my story to fall back on. This is a sound style of GMing, and will probably continue to be my preferred style, but it is not Story Now. It is in fact, as Ron Edwards describes it, simulationist. My table is simulating story. If I set up, even a loose framework of renegade outlaws rebelling against an evil king, my players are going to dive in and further those tropes. There is an assumption ahead of time of where this particular story is going, even if details are fuzzy, and the players will have buy-in. Even if the players do something unexpected, like joining the king's forces, the story is still about corrupt nobility vs. champions of the down-trodden. If I do a more sandbox style, the story and themes are still set up ahead of time. Players know they are wandering adventures seeking a variety of dangers, and probably accumulating wealth. A pre-set trope. Story Now has limited world building, just enough to establish place, as there has to be some practicalities. Theme is not pre-determined, as it arises during play. The choices the players make at the moment determine the story and theme. The GM should be putting on the pressure in each scene, so players must make those decisions, which will shape the theme and tone. It doesn't necessarily mean constant physical danger. The questions can also be moral ones, or anguishing ones, where there is no clear choice, and someone will suffer no matter which way you go. The important take away is that Story Now is not inherently better. Even Ron Edwards makes no value judgement, despite his reputation. All rpgs tell stories. How you tell them is a subjective choice. So, a very long winded post (normal for this thread) to just say, I learned stuff! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top