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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7448635" data-attributes="member: 42582"><p>They all tend to define the character in terms of mechanically-rated abilities to perform certain tasks. They all tend to approach resolution in a fairly granular, "Did my attempt to do that work?" fashion. (D&D hp-attrition combat is an exception, but (i) it tends not to be generalised by D&D players to other spheres of action, except in 4e - skill challenges - which seem to have been rather controversial, and (ii) every time some change is made or new thing added on to that system, it drifts it towards granularity and task-orientations - eg grapple rules, disarm rules, rules for facing and movement/positionin in combat, etc.)</p><p></p><p>None makes *the scene* the unit of resolution (4e is an exception: see above for its controversy). And all assume that the GM is the principal deliverer of content for the fiction. (There are hints to the contrary in HERO - eg the Hunted disadvantage and similar stuff - but that stuff tends to be marginal rather than core, and is treated as a disadvantage for the GM to use against the player, rather than a player-side resource to be leveraged as an opportunity to shape the content of the fiction.)</p><p></p><p>A D&D player who comes to a HERO or RM table will have to learn how to read and apply the numbers on the sheet, and will have to learn some new resolution mechanics, but probably isn't going to have to relearn what it means to be a RPG player. Whereas if that player comes to the games [MENTION=16586]Campbell[/MENTION] is referring to, it's not just about learning which dice to roll to make an attack and whether spells are on a "slot" system or a spell point system.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7448635, member: 42582"] They all tend to define the character in terms of mechanically-rated abilities to perform certain tasks. They all tend to approach resolution in a fairly granular, "Did my attempt to do that work?" fashion. (D&D hp-attrition combat is an exception, but (i) it tends not to be generalised by D&D players to other spheres of action, except in 4e - skill challenges - which seem to have been rather controversial, and (ii) every time some change is made or new thing added on to that system, it drifts it towards granularity and task-orientations - eg grapple rules, disarm rules, rules for facing and movement/positionin in combat, etc.) None makes *the scene* the unit of resolution (4e is an exception: see above for its controversy). And all assume that the GM is the principal deliverer of content for the fiction. (There are hints to the contrary in HERO - eg the Hunted disadvantage and similar stuff - but that stuff tends to be marginal rather than core, and is treated as a disadvantage for the GM to use against the player, rather than a player-side resource to be leveraged as an opportunity to shape the content of the fiction.) A D&D player who comes to a HERO or RM table will have to learn how to read and apply the numbers on the sheet, and will have to learn some new resolution mechanics, but probably isn't going to have to relearn what it means to be a RPG player. Whereas if that player comes to the games [MENTION=16586]Campbell[/MENTION] is referring to, it's not just about learning which dice to roll to make an attack and whether spells are on a "slot" system or a spell point system. [/QUOTE]
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