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Why Worldbuilding is Bad
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<blockquote data-quote="pemerton" data-source="post: 7399570" data-attributes="member: 42582"><p>Well, if the game is run just like a "worldbuilt" one but with the GM building the world on the fly, that will be true.</p><p></p><p>But if the game is run "no myth" or simllarly, then that won't be true.</p><p></p><p>I was referring to a particular sort of impossibility, namely, impossibility that results from the GM making a decision, secret from the players, that there is no secret door to be found; or the GM making a decision, independently of the players, that in this land there is an impassable mountain range to the east.</p><p></p><p>The effect of these sorts of decisions is that the GM is (to some extent, the degree of which depends on the details of the case) shaping the outcomes of play in advance.</p><p></p><p>I have no idea whether or not "most people" like this. I know that all don't, because I don't and I'm one of the people. I think there are some other people who don't like it either, because they wrote RPGs designed to be run in a "no myth" or similar fashion.</p><p></p><p>And whether or not we people are numerous or not, as I said, this is a particular outcome of worldbuiding which has a definite inpact on the RPG experience, and it's an impact that I personally regard as bad.</p><p></p><p>If the GM writes the dramas prior to play and/or independently of the players, the players have to follow the GM's hooks or else be spectators. If the players establish the dramas and hook the GM, then the dynamic of play is quite different. This, again, is a real impact that worldbuilding can have, and personally I don't like it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7399570, member: 42582"] Well, if the game is run just like a "worldbuilt" one but with the GM building the world on the fly, that will be true. But if the game is run "no myth" or simllarly, then that won't be true. I was referring to a particular sort of impossibility, namely, impossibility that results from the GM making a decision, secret from the players, that there is no secret door to be found; or the GM making a decision, independently of the players, that in this land there is an impassable mountain range to the east. The effect of these sorts of decisions is that the GM is (to some extent, the degree of which depends on the details of the case) shaping the outcomes of play in advance. I have no idea whether or not "most people" like this. I know that all don't, because I don't and I'm one of the people. I think there are some other people who don't like it either, because they wrote RPGs designed to be run in a "no myth" or similar fashion. And whether or not we people are numerous or not, as I said, this is a particular outcome of worldbuiding which has a definite inpact on the RPG experience, and it's an impact that I personally regard as bad. If the GM writes the dramas prior to play and/or independently of the players, the players have to follow the GM's hooks or else be spectators. If the players establish the dramas and hook the GM, then the dynamic of play is quite different. This, again, is a real impact that worldbuilding can have, and personally I don't like it. [/QUOTE]
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