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What is *worldbuilding* for?
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<blockquote data-quote="Aldarc" data-source="post: 7445915" data-attributes="member: 5142"><p>I'm not so sure about that, at least not without some caveats. It sounds less like "D&D can do this" and more like "the GM can do this." Your answer seems less about what the system can do and more about the capabilities of the GM, an agent independent of the system. And your second sentence kinda underscores this point; <em>you</em> do this, but the system does not inherently facilitate these sort of things nor is it built to do so. So it seems somewhat disingenuous to say that this is something that the system does or can do. It reminds me of my first car. Can I play CDs in my car? Sure, once I installed a CD player, but it did not come equipped with it, nor it does not say anything about what my model of car can actually do, since this required me to build in additional features. </p><p></p><p>And here I agree with you hands down. </p><p></p><p>There are lots of games that do fantasy, and yet we walk away from these different game systems with different experiences, fun utility, and or perceived replay value. A D&D game does not run like a Dungeon World game. A Dungeon World game does not run like a Tiny Dungeon game. A Tiny Dungeon game does not run like a Shadows of the Demon Lord game. A Shadows of the Demon Lord game does not run like a Genesys game. They could all run the same story. They could all take "what players have given [the GM] as important about their characters in backgrounds and traits and letting those improve or hinder action declarations in play," but that seems less about system mechanics and more about GM. In which case, we may ask what can D&D as a system of game mechanics do well that isn't the GM "installing a CD player"?</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7445915, member: 5142"] I'm not so sure about that, at least not without some caveats. It sounds less like "D&D can do this" and more like "the GM can do this." Your answer seems less about what the system can do and more about the capabilities of the GM, an agent independent of the system. And your second sentence kinda underscores this point; [I]you[/I] do this, but the system does not inherently facilitate these sort of things nor is it built to do so. So it seems somewhat disingenuous to say that this is something that the system does or can do. It reminds me of my first car. Can I play CDs in my car? Sure, once I installed a CD player, but it did not come equipped with it, nor it does not say anything about what my model of car can actually do, since this required me to build in additional features. And here I agree with you hands down. There are lots of games that do fantasy, and yet we walk away from these different game systems with different experiences, fun utility, and or perceived replay value. A D&D game does not run like a Dungeon World game. A Dungeon World game does not run like a Tiny Dungeon game. A Tiny Dungeon game does not run like a Shadows of the Demon Lord game. A Shadows of the Demon Lord game does not run like a Genesys game. They could all run the same story. They could all take "what players have given [the GM] as important about their characters in backgrounds and traits and letting those improve or hinder action declarations in play," but that seems less about system mechanics and more about GM. In which case, we may ask what can D&D as a system of game mechanics do well that isn't the GM "installing a CD player"? [/QUOTE]
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