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What is *worldbuilding* for?
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<blockquote data-quote="Imaro" data-source="post: 7421734" data-attributes="member: 48965"><p>I thin this gets into playstyle as well though. Some people want to play Spiderman and some people want to play a Spiderman story. the person who wants to play Spiderman wants to play this superhero but create his own stories with his own decisions and see how they play out. </p><p></p><p>For example, Someone who wants to play Spiderman (or arguably play in Spiderman's world) but doesn't want to necessarily experience a Spiderman story could probably make a reasonable case for how incoherent the idea that Peter Parker has genius level intelligence but continues to forget to refill/account for the amount of web fluid he needs even after years of battling dangerously superpowered villains, or better yet why spider sense only seems to tingle right before you get hit. While someone who wants to play a Spiderman story probably accepts and even wants both of these events to happen at a dramatically appropriate time. But I'm not sure either allows the archetype to be more fully realized... </p><p></p><p>I also think this is why FATE and similar games sometimes rub people the wrong way, many people play so they can have that moment where instead of choosing the dramatically appropriate response (often viewed by those watching the movie or reading the comic book as a bad choice) they can experience what they would have done in said situation. games like FATE make getting that experience harder because they are set up to push for a certain type of story... a spiderman story where even a genius forgets to reload web fluid when going into battle with superpowerful and dangerous criminals and where spider sense always seems to kick in right before you get pounded on by a villain. I'm not sure how much appeal experiencing a specific story as opposed to experiencing a specific world has to the average gamer... but it's an interesting question.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7421734, member: 48965"] I thin this gets into playstyle as well though. Some people want to play Spiderman and some people want to play a Spiderman story. the person who wants to play Spiderman wants to play this superhero but create his own stories with his own decisions and see how they play out. For example, Someone who wants to play Spiderman (or arguably play in Spiderman's world) but doesn't want to necessarily experience a Spiderman story could probably make a reasonable case for how incoherent the idea that Peter Parker has genius level intelligence but continues to forget to refill/account for the amount of web fluid he needs even after years of battling dangerously superpowered villains, or better yet why spider sense only seems to tingle right before you get hit. While someone who wants to play a Spiderman story probably accepts and even wants both of these events to happen at a dramatically appropriate time. But I'm not sure either allows the archetype to be more fully realized... I also think this is why FATE and similar games sometimes rub people the wrong way, many people play so they can have that moment where instead of choosing the dramatically appropriate response (often viewed by those watching the movie or reading the comic book as a bad choice) they can experience what they would have done in said situation. games like FATE make getting that experience harder because they are set up to push for a certain type of story... a spiderman story where even a genius forgets to reload web fluid when going into battle with superpowerful and dangerous criminals and where spider sense always seems to kick in right before you get pounded on by a villain. I'm not sure how much appeal experiencing a specific story as opposed to experiencing a specific world has to the average gamer... but it's an interesting question. [/QUOTE]
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