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What is *worldbuilding* for?
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<blockquote data-quote="Arilyn" data-source="post: 7415576" data-attributes="member: 6816042"><p>But in terms of Story Now his explanation holds water. He didn't actually come up with the term, just expounded on it at great length.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And since the explanation holds up with what others are saying, than I assume it's a correct definition of that technique. I am not abandoning my GM style, and when I said I was in error, it was strictly in relation to Story Now, not that my technique is wrong.</p><p></p><p>As far as Ron Edwards explanation of Story simulation, isn't that what we do in rpging, and do you find something wrong with this definition? There is no implication in the explanation that states our stories are weak or not original. In fact, Mr. Edwards himself, states that Classical play is less likely to get screwed up. </p><p></p><p>I know there is a lot of resistance to GNS, but it's not that bad. The model assumes most groups are mingling the play styles. If you go far enough into narrative, you get Story Now, which doesn't play well with others, for sure. No matter which style you lean toward, all rpging is storytelling, however. There are different styles, but very very few groups are purely one style. Any game can be used for any play style, but some games support some better than others. It's not all that controversial, is it?</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7415576, member: 6816042"] But in terms of Story Now his explanation holds water. He didn't actually come up with the term, just expounded on it at great length.:) And since the explanation holds up with what others are saying, than I assume it's a correct definition of that technique. I am not abandoning my GM style, and when I said I was in error, it was strictly in relation to Story Now, not that my technique is wrong. As far as Ron Edwards explanation of Story simulation, isn't that what we do in rpging, and do you find something wrong with this definition? There is no implication in the explanation that states our stories are weak or not original. In fact, Mr. Edwards himself, states that Classical play is less likely to get screwed up. I know there is a lot of resistance to GNS, but it's not that bad. The model assumes most groups are mingling the play styles. If you go far enough into narrative, you get Story Now, which doesn't play well with others, for sure. No matter which style you lean toward, all rpging is storytelling, however. There are different styles, but very very few groups are purely one style. Any game can be used for any play style, but some games support some better than others. It's not all that controversial, is it? [/QUOTE]
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