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What is *worldbuilding* for?
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<blockquote data-quote="Imaro" data-source="post: 7427107" data-attributes="member: 48965"><p>Ok you were describing how aspects in FATE helped you build setting so the question was could D&D's bonds, ideals and flaws be used to world build in the way you described... I get that you don't like them (more than ever after this answer) but I don't think you really answered my question...</p><p></p><p> EDIT: Backgrounds are only out of sight out of mind if the player and GM choose to ignore them... which they could also do by never compelling them in FATE...</p><p></p><p> </p><p></p><p>No I'm not fishing for a particular answer... I'm not asking about the mechanics because nothing in FATE's mechanics force an Aspect to be linked to worldbuilding. I was asking what do you think the negatives, if there are any, around using ideals, bonds and flaws in the same way you use aspects (extra questions, building the setting around the answer, etc.) to worldbuild. </p><p></p><p></p><p></p><p>Yes and I was hoping to get you to expound on why you believed that... </p><p></p><p></p><p></p><p></p><p>I never questioned whether you were making a general statement or not... but I assume in a discussion different experiences, thoughts, etc. around whatever is being discussed are fair game. </p><p></p><p></p><p></p><p>Yes and you could also do this by selecting the Dragonmarked feat for House Cannith and writing up backstory (or tie it into your ideals, flaws and bonds)... Given a GM and player who want this to be a part of the character and world equally in both systems...what, from a worldbuilding perspective, in FATE makes this "meatier" than other games where you say took the feat and tied it to one of your flaws, idelas or bonds? </p><p></p><p></p><p></p><p>I'm going to step back here as I feel like I posted in good faith with comments and thoughts around your post even asking for further comment from you around ideas you presented... and it was taken as some kind of attack on you. I'm not sure how we discuss things if questioning and differing views are looked at in that way so I'll retract my questions at this point... though I will say when you claim a specific games mechanics create "meatier" worldbuilding (thus associating a value judgement with it) but don't really go into depth around why this is...you should expect people to question it, especially in what is supposed to be a discussion.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7427107, member: 48965"] Ok you were describing how aspects in FATE helped you build setting so the question was could D&D's bonds, ideals and flaws be used to world build in the way you described... I get that you don't like them (more than ever after this answer) but I don't think you really answered my question... EDIT: Backgrounds are only out of sight out of mind if the player and GM choose to ignore them... which they could also do by never compelling them in FATE... No I'm not fishing for a particular answer... I'm not asking about the mechanics because nothing in FATE's mechanics force an Aspect to be linked to worldbuilding. I was asking what do you think the negatives, if there are any, around using ideals, bonds and flaws in the same way you use aspects (extra questions, building the setting around the answer, etc.) to worldbuild. Yes and I was hoping to get you to expound on why you believed that... I never questioned whether you were making a general statement or not... but I assume in a discussion different experiences, thoughts, etc. around whatever is being discussed are fair game. Yes and you could also do this by selecting the Dragonmarked feat for House Cannith and writing up backstory (or tie it into your ideals, flaws and bonds)... Given a GM and player who want this to be a part of the character and world equally in both systems...what, from a worldbuilding perspective, in FATE makes this "meatier" than other games where you say took the feat and tied it to one of your flaws, idelas or bonds? I'm going to step back here as I feel like I posted in good faith with comments and thoughts around your post even asking for further comment from you around ideas you presented... and it was taken as some kind of attack on you. I'm not sure how we discuss things if questioning and differing views are looked at in that way so I'll retract my questions at this point... though I will say when you claim a specific games mechanics create "meatier" worldbuilding (thus associating a value judgement with it) but don't really go into depth around why this is...you should expect people to question it, especially in what is supposed to be a discussion. [/QUOTE]
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