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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7449303" data-attributes="member: 82106"><p>I've taken you for more sophisticated and less parochial than this. There are a lot of different RP paradigms. FATE and D&D (as examples) rely on different roles for players and GMs. Anyone who goes from playing GMing D&D (any edition really) to playing or GMing a FATE-derived game WILL have to relearn some things. They will have to learn some new things, forget some old things, and relearn some things that are just different. We all know this to be true of RPGs. </p><p></p><p>To imply that any game which isn't mostly like D&D in some way is 'not an RPG' is FAR FAR FAR less 'politik'. Anyway, I take it you really mean that you think the EXACT PHRASE is unfortunate, OK, whatever. I would take it non-literally myself. </p><p></p><p></p><p></p><p>I think that the point we're trying to make is that there are different sorts of variations in games. They follow 'paradigms' (I am eschewing certain sets of terminology which shall remain nameless here, as they are misleading). D&D has a paradigm in which the DM is central arbiter, deciding all that is in the fiction without exception, and players restrict themselves entirely to acting and reacting in character. Ideally in D&D everyone spends all their time 'in character' and there is no meta-game. This is generally also true of Traveler and pretty much all other 70's RPGs (there are actually a few VERY obscure exceptions, but trust me, you didn't play them). In fact nobody had yet conceived of any other paradigm at that time.</p><p></p><p>FATE and other similar 'story telling' games (and other non-similar ones too) work on different paradigms. In FATE the role of the GM is to present fiction, but as a response to prompts of the players in the form of aspects/troubles/high concepts. This takes a dynamic where the players spend FATE points to invoke/compel themselves to a high point, and then accumulate them again as the GM ruthlessly narrates them back into the pits of despair. </p><p></p><p>You have to learn each type of game. This is no different from how you have to learn bridge and pinochle, even though they are both card games, and even have somewhat similar rules.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7449303, member: 82106"] I've taken you for more sophisticated and less parochial than this. There are a lot of different RP paradigms. FATE and D&D (as examples) rely on different roles for players and GMs. Anyone who goes from playing GMing D&D (any edition really) to playing or GMing a FATE-derived game WILL have to relearn some things. They will have to learn some new things, forget some old things, and relearn some things that are just different. We all know this to be true of RPGs. To imply that any game which isn't mostly like D&D in some way is 'not an RPG' is FAR FAR FAR less 'politik'. Anyway, I take it you really mean that you think the EXACT PHRASE is unfortunate, OK, whatever. I would take it non-literally myself. I think that the point we're trying to make is that there are different sorts of variations in games. They follow 'paradigms' (I am eschewing certain sets of terminology which shall remain nameless here, as they are misleading). D&D has a paradigm in which the DM is central arbiter, deciding all that is in the fiction without exception, and players restrict themselves entirely to acting and reacting in character. Ideally in D&D everyone spends all their time 'in character' and there is no meta-game. This is generally also true of Traveler and pretty much all other 70's RPGs (there are actually a few VERY obscure exceptions, but trust me, you didn't play them). In fact nobody had yet conceived of any other paradigm at that time. FATE and other similar 'story telling' games (and other non-similar ones too) work on different paradigms. In FATE the role of the GM is to present fiction, but as a response to prompts of the players in the form of aspects/troubles/high concepts. This takes a dynamic where the players spend FATE points to invoke/compel themselves to a high point, and then accumulate them again as the GM ruthlessly narrates them back into the pits of despair. You have to learn each type of game. This is no different from how you have to learn bridge and pinochle, even though they are both card games, and even have somewhat similar rules. [/QUOTE]
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