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What is *worldbuilding* for?
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<blockquote data-quote="Aldarc" data-source="post: 7443911" data-attributes="member: 5142"><p>I too would enjoy a follow-up from [MENTION=16586]Campbell[/MENTION]. I suspect there is an interesting conversation topic there waiting to erupt. </p><p></p><p>Your post here seems focused heavily on the matter of "what," but I think that the underlying nature of Campbell's post was about a "how" issue. You could have multiple board games be about sorcerer player-characters "winning" by acquiring the most amount of power at the end of the game's turns, but these board games will play out very differently in terms of how they approach that premise through their rules and the sort of play experiences those rules engender. Can't you run a pirate game in D&D? Sure. But the "fun" of that pirate game will play differently if I am using D&D, 7th Sea, Savage Worlds, Burning Wheel, Powered by the Apocalypse, or GURPS.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7443911, member: 5142"] I too would enjoy a follow-up from [MENTION=16586]Campbell[/MENTION]. I suspect there is an interesting conversation topic there waiting to erupt. Your post here seems focused heavily on the matter of "what," but I think that the underlying nature of Campbell's post was about a "how" issue. You could have multiple board games be about sorcerer player-characters "winning" by acquiring the most amount of power at the end of the game's turns, but these board games will play out very differently in terms of how they approach that premise through their rules and the sort of play experiences those rules engender. Can't you run a pirate game in D&D? Sure. But the "fun" of that pirate game will play differently if I am using D&D, 7th Sea, Savage Worlds, Burning Wheel, Powered by the Apocalypse, or GURPS. [/QUOTE]
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