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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7427487" data-attributes="member: 82106"><p>4) These rules ARE the game. There are actually quite a few games in this category. One I have played extensively is PACE, which literally is NOTHING but 'aspects', it doesn't even have dice. I believe Amber has this kind of a structure as well, doesn't it? </p><p></p><p>There are a few things you could say about this. One could say that type 1 games leave the player's free to characterize their characters as they see fit (though D&D's alignment and even class kind of go against this). Others could say that type 3/4 games provide stronger characterization and its still player choice. Obviously some would also prefer the 1 end of the axis as not requiring them to really RP at all. </p><p></p><p>As I've long held, I think D&D compels play by its focus on advancement, which generates high replay value. It could incorporate type 3 mechanics as well (type 4 might be hard, but may be possible) but that would perhaps dilute the focus. It hasn't really been tried. I think for 20+ years people were afraid to 'clone D&D' for both legal and maybe gamer cultural reasons, so other game systems left that power advancement model alone. Once 'narrativist' designs were perfected and OGL provided a way to fuse those with d20 these sorts of games had already sort of mapped out their own conceptual space. Its only now that the two strands are finally starting to come together. Heck, I've done it myself HoML is a 'D&D' (there is 4e-like advancement, basically) as well as STRONG narrativist/Story Now design. I honestly don't know of another game that is in this space. Of course I am not that great a game designer and probably won't ever feel motivated to PUBLISH it, but I'm guessing someone will soon do the same thing.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7427487, member: 82106"] 4) These rules ARE the game. There are actually quite a few games in this category. One I have played extensively is PACE, which literally is NOTHING but 'aspects', it doesn't even have dice. I believe Amber has this kind of a structure as well, doesn't it? There are a few things you could say about this. One could say that type 1 games leave the player's free to characterize their characters as they see fit (though D&D's alignment and even class kind of go against this). Others could say that type 3/4 games provide stronger characterization and its still player choice. Obviously some would also prefer the 1 end of the axis as not requiring them to really RP at all. As I've long held, I think D&D compels play by its focus on advancement, which generates high replay value. It could incorporate type 3 mechanics as well (type 4 might be hard, but may be possible) but that would perhaps dilute the focus. It hasn't really been tried. I think for 20+ years people were afraid to 'clone D&D' for both legal and maybe gamer cultural reasons, so other game systems left that power advancement model alone. Once 'narrativist' designs were perfected and OGL provided a way to fuse those with d20 these sorts of games had already sort of mapped out their own conceptual space. Its only now that the two strands are finally starting to come together. Heck, I've done it myself HoML is a 'D&D' (there is 4e-like advancement, basically) as well as STRONG narrativist/Story Now design. I honestly don't know of another game that is in this space. Of course I am not that great a game designer and probably won't ever feel motivated to PUBLISH it, but I'm guessing someone will soon do the same thing. [/QUOTE]
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