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What is *worldbuilding* for?
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<blockquote data-quote="Imaro" data-source="post: 7431708" data-attributes="member: 48965"><p>Hey sorry it took so long for me to reply but I was away from the interwebs for the holiday weekend here. </p><p></p><p>To answer your question I eventually ended up talking about both. You are correct in that originally I was speaking about players that are just not invested in roleplaying and/or story to the degree that games such as FATE require one to be (Where require means to get the most out of it). In the 5e DMG they list 7 areas in the game that can engage players (and yes I realize there may be other areas but that's kind of tangential to my overall point)... Acting, exploring, instigating, fighting, optimizing, problem solving & storytelling. Games like FATE, MHRP, etc. seem to prioritize storytelling and to a lesser extent acting as primary experiences to the extent that many of these other areas are only mildly catered to or not catered to at all. For me and my group I'd rather have a game that doesn't necessarily push one of these aspects (even if it does that by not strongly supporting any one particular experience) than to have a game that does. My players have a wide variety of what they enjoy and honestly. This is where I tend to differ with those people who feel a game has to have a defined and precise playstyle in order to be a good game. Sometimes a game that doesn't necessarily focus on or push a playstyle is a better fit for a group with diverse likes and expectations for fun than a game with a narrower focus or more defined playstyle. </p><p></p><p>To bring this back around to new/casual players... I have a casual player in my group, he plays a champion fighter most of the time, loves combat and really isn't down to act except in the most cursory sense and is more about adventure than creating a "story". FATE would not be a good fit for him because it pushes and focuses in on the experiences he findsa the least enjoyable in rpg's... but we enjoy playing with him, and with D&D those who want deep characterization can do so by stressing and engaging their ideals, flaws and bonds... while he plays his grim and gruff warrior with a mysterious (mostly blank...lol) history and neither really affects the fun of the other.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7431708, member: 48965"] Hey sorry it took so long for me to reply but I was away from the interwebs for the holiday weekend here. To answer your question I eventually ended up talking about both. You are correct in that originally I was speaking about players that are just not invested in roleplaying and/or story to the degree that games such as FATE require one to be (Where require means to get the most out of it). In the 5e DMG they list 7 areas in the game that can engage players (and yes I realize there may be other areas but that's kind of tangential to my overall point)... Acting, exploring, instigating, fighting, optimizing, problem solving & storytelling. Games like FATE, MHRP, etc. seem to prioritize storytelling and to a lesser extent acting as primary experiences to the extent that many of these other areas are only mildly catered to or not catered to at all. For me and my group I'd rather have a game that doesn't necessarily push one of these aspects (even if it does that by not strongly supporting any one particular experience) than to have a game that does. My players have a wide variety of what they enjoy and honestly. This is where I tend to differ with those people who feel a game has to have a defined and precise playstyle in order to be a good game. Sometimes a game that doesn't necessarily focus on or push a playstyle is a better fit for a group with diverse likes and expectations for fun than a game with a narrower focus or more defined playstyle. To bring this back around to new/casual players... I have a casual player in my group, he plays a champion fighter most of the time, loves combat and really isn't down to act except in the most cursory sense and is more about adventure than creating a "story". FATE would not be a good fit for him because it pushes and focuses in on the experiences he findsa the least enjoyable in rpg's... but we enjoy playing with him, and with D&D those who want deep characterization can do so by stressing and engaging their ideals, flaws and bonds... while he plays his grim and gruff warrior with a mysterious (mostly blank...lol) history and neither really affects the fun of the other. [/QUOTE]
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