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What is *worldbuilding* for?
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<blockquote data-quote="Imaro" data-source="post: 7428516" data-attributes="member: 48965"><p>First @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> ... just wanted to say in your recent posts you summed up what I was (trying to say??) saying earlier and apparently were able to avoid accusations of disingenuous behavior/posting. Perhaps I'm not expressing my thoughts correctly but thanks for re-stating it (in a more clear manner??).</p><p></p><p>My biggest issue with players like this and games like FATE (which for the record I do play and enjoy) is that they don't want to do the lengthy character creation that is involved in creating a character for said game (especially the more involved older versions of FATE). Either they haven't and don't enjoy thinking in that much depth about a character they haven't played yet or they just want to get to playing the game. And yes I know FATE can do the design a character during play method but IME, this becomes an exercise where I as the GM, often through prompting (Hey there's a locked door did you want to make one of your skills lockpicking?) am basically building their character for them. </p><p></p><p>I think that it takes a particular (uncommon??) type of player to get a game like FATE or MHRP to play well... the group I have now, some of them would be really great in FATE and would really enjoy it but the other half would probably make the quality of the game drop... When I see mechanics like D&D's Inspiration+ Ideals/Boons/Flaws I like it because it allows me to play to those things with my players who enjoy and are up for that type of roleplaying while ignoring it or only bringing it to bear rarely for those that aren't as invested. I prefer it because both sides get what they want vs. half the group not playing or the game quality suffering.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7428516, member: 48965"] First @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] ... just wanted to say in your recent posts you summed up what I was (trying to say??) saying earlier and apparently were able to avoid accusations of disingenuous behavior/posting. Perhaps I'm not expressing my thoughts correctly but thanks for re-stating it (in a more clear manner??). My biggest issue with players like this and games like FATE (which for the record I do play and enjoy) is that they don't want to do the lengthy character creation that is involved in creating a character for said game (especially the more involved older versions of FATE). Either they haven't and don't enjoy thinking in that much depth about a character they haven't played yet or they just want to get to playing the game. And yes I know FATE can do the design a character during play method but IME, this becomes an exercise where I as the GM, often through prompting (Hey there's a locked door did you want to make one of your skills lockpicking?) am basically building their character for them. I think that it takes a particular (uncommon??) type of player to get a game like FATE or MHRP to play well... the group I have now, some of them would be really great in FATE and would really enjoy it but the other half would probably make the quality of the game drop... When I see mechanics like D&D's Inspiration+ Ideals/Boons/Flaws I like it because it allows me to play to those things with my players who enjoy and are up for that type of roleplaying while ignoring it or only bringing it to bear rarely for those that aren't as invested. I prefer it because both sides get what they want vs. half the group not playing or the game quality suffering. [/QUOTE]
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