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Why Worldbuilding is Bad
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7394953" data-attributes="member: 82106"><p>I think my answer to Darth Shoju is that there's a piece missing. We're playing Story Now No Myth, right? So where are the character's backstories? At least assign them a goal, a belief, a relationship, or some sort of character trait like a strength, weakness, etc. Where is the genre and theme? I guess this is 'D&D' in a sort of notional way, but can we have a theme? I wouldn't even start play without those, it would be like playing without players, kinda pointless.</p><p></p><p>So when the players start asking questions, they should have answers to some of them in their backstory already (and being No Myth I see no reason why they shouldn't have pretty much carte blanc on their own backstories, just stick to the genre and maybe talk to each other to avoid any huge inconsistencies). </p><p></p><p>Beyond that I'm going to want to a) 'say yes' to allow some momentum to build. Let the players come up with some plans and make a few moves that start to commit them to a path in the fiction. b) lets frame up a scene that pushes them. The human priest from fantasy China sees some children treating an old man badly. He's highly offended as his belief system has a core concept of filial piety and respect for the old! He sees that the children are richly dressed, does he chastise them and risk offending someone powerful? Maybe the old man deserves what he's getting? Once I know something about the characters I have a RICH vein of things to mine from to rope them in, build up a story and a place around them which they can relate to. </p><p></p><p>Now, the question becomes, what does this adventure do for us? I'd have to figure out how to interest the PCs in it, if I was going to use it, by finding some scenes in the thing that can be profitably used as framing. However, I CAN do that because I have some sort of basis to go on, backstory at least.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7394953, member: 82106"] I think my answer to Darth Shoju is that there's a piece missing. We're playing Story Now No Myth, right? So where are the character's backstories? At least assign them a goal, a belief, a relationship, or some sort of character trait like a strength, weakness, etc. Where is the genre and theme? I guess this is 'D&D' in a sort of notional way, but can we have a theme? I wouldn't even start play without those, it would be like playing without players, kinda pointless. So when the players start asking questions, they should have answers to some of them in their backstory already (and being No Myth I see no reason why they shouldn't have pretty much carte blanc on their own backstories, just stick to the genre and maybe talk to each other to avoid any huge inconsistencies). Beyond that I'm going to want to a) 'say yes' to allow some momentum to build. Let the players come up with some plans and make a few moves that start to commit them to a path in the fiction. b) lets frame up a scene that pushes them. The human priest from fantasy China sees some children treating an old man badly. He's highly offended as his belief system has a core concept of filial piety and respect for the old! He sees that the children are richly dressed, does he chastise them and risk offending someone powerful? Maybe the old man deserves what he's getting? Once I know something about the characters I have a RICH vein of things to mine from to rope them in, build up a story and a place around them which they can relate to. Now, the question becomes, what does this adventure do for us? I'd have to figure out how to interest the PCs in it, if I was going to use it, by finding some scenes in the thing that can be profitably used as framing. However, I CAN do that because I have some sort of basis to go on, backstory at least. [/QUOTE]
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