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What is *worldbuilding* for?
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<blockquote data-quote="hawkeyefan" data-source="post: 7427173" data-attributes="member: 6785785"><p>So the recent focus of the discussion has me thinking and I want to see what others may feel....</p><p></p><p>When it comes to Background Details such as Bonds or Connections and the like....whatever term may be used for a specific game...some games incorporate them into game mechanics, and others don't (or do so in a minimal way such as 5E's Inspiration). </p><p></p><p>Now, I've been playing with the same group of people since we were kids, and we long ago all started creating background details and connections to NPCs or other PCs for our characters without any rule telling us to do so. I think this is why I found the initial premise of the thread to be so questionable....my players have been involved in worldbuilding pretty heavily since the 2e D&D days. And I and other GMs in our group have always taken these character details into consideration when running a game. </p><p></p><p>It seems to me that there are three primary variations of how a game handles this. I'm sure that there are any number of slight variations on them, but the three i think seem to be the most prominent are:</p><p></p><p>1) The game leaves the determination of Background Details and how they impact play to the players and/or GM. (3E D&D)</p><p></p><p>2) The game includes these details in character generation, but the effect they have on play is nil or minimal. (5E D&D's inspiration)</p><p></p><p>3) The game includes these kinds of details in character generation, and then they can impact play in some mechanical way. (FATE)</p><p></p><p>What do you think the pros and cons of each approach might be? Which approach do you prefer? Are there other approaches to background details in addition to the three I've outlined above?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7427173, member: 6785785"] So the recent focus of the discussion has me thinking and I want to see what others may feel.... When it comes to Background Details such as Bonds or Connections and the like....whatever term may be used for a specific game...some games incorporate them into game mechanics, and others don't (or do so in a minimal way such as 5E's Inspiration). Now, I've been playing with the same group of people since we were kids, and we long ago all started creating background details and connections to NPCs or other PCs for our characters without any rule telling us to do so. I think this is why I found the initial premise of the thread to be so questionable....my players have been involved in worldbuilding pretty heavily since the 2e D&D days. And I and other GMs in our group have always taken these character details into consideration when running a game. It seems to me that there are three primary variations of how a game handles this. I'm sure that there are any number of slight variations on them, but the three i think seem to be the most prominent are: 1) The game leaves the determination of Background Details and how they impact play to the players and/or GM. (3E D&D) 2) The game includes these details in character generation, but the effect they have on play is nil or minimal. (5E D&D's inspiration) 3) The game includes these kinds of details in character generation, and then they can impact play in some mechanical way. (FATE) What do you think the pros and cons of each approach might be? Which approach do you prefer? Are there other approaches to background details in addition to the three I've outlined above? [/QUOTE]
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