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Why Worldbuilding is Bad
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7393295" data-attributes="member: 82106"><p>It's the GM's attachment to the lore which is the problem. Here is born all the illusionism, GM force, etc. No Myth play CANNOT by definition suffer from this. I mean, yes, a GM can railroad and lie and whatever in order to monopolize all the narrative control of where the game goes, but he's got no iron in that fire, 'cept ego. Years of backstory is a pretty big incentive to all sorts of deviltry.</p><p></p><p></p><p></p><p>Again though, if the players decide their characters are going to overthrow the 'Great Kingdom' and you don't like the implications of that, all of a sudden 10 dozen crazy roadblocks show up, but if you DO like the idea, its on rails. This is so typical its really unremarkable. </p><p></p><p>At least if its WotC doing the world building, they have no more agenda than 'this could be fun' or at least 'it will sell a lot'. GMs need not really be invested in that stuff, even if they use it. Not to say it can't create issues, but there are, plainly, some uses to lore. I mean, running a Story Now game with 'Minimal Myth' I still can find D&D-type lore pretty handy for framing. It also helps establish genre conventions.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7393295, member: 82106"] It's the GM's attachment to the lore which is the problem. Here is born all the illusionism, GM force, etc. No Myth play CANNOT by definition suffer from this. I mean, yes, a GM can railroad and lie and whatever in order to monopolize all the narrative control of where the game goes, but he's got no iron in that fire, 'cept ego. Years of backstory is a pretty big incentive to all sorts of deviltry. Again though, if the players decide their characters are going to overthrow the 'Great Kingdom' and you don't like the implications of that, all of a sudden 10 dozen crazy roadblocks show up, but if you DO like the idea, its on rails. This is so typical its really unremarkable. At least if its WotC doing the world building, they have no more agenda than 'this could be fun' or at least 'it will sell a lot'. GMs need not really be invested in that stuff, even if they use it. Not to say it can't create issues, but there are, plainly, some uses to lore. I mean, running a Story Now game with 'Minimal Myth' I still can find D&D-type lore pretty handy for framing. It also helps establish genre conventions. [/QUOTE]
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