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Why Worldbuilding is Bad
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7400415" data-attributes="member: 82106"><p>I'm not seeing the logical structure of this argument. Just because I phrased my question in terms of a single 'story arc' (which is really the most basic complete dramatic unit I can refer to in this specific context) doesn't say anything about the capacity or lack of capacity to use the same technique more than once.</p><p></p><p>I think I can run 5 story arcs with Story Now as well as one.</p><p></p><p></p><p>No, not any more than I need exact tracking of geographical locations or other things! If its dramatic for 2 people to meet, and can be established as not absurd that they could, then they do! This is perfectly acceptable in Hollywood. Heck, half the time it IS absurd and STILL nobody seems to mind.</p><p></p><p></p><p>Again, I would gate that on what is interesting, not some mechanistic idea of time and space. I mean, its a non-technological world, missing someone by an hour is as good as a year in most cases. Its not like you create some irredeemable cloud of unreality.</p><p></p><p></p><p>Fine, but not really an advert FOR world building <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Exactly my point. </p><p></p><p></p><p>Well, I don't ever do THAT! I have them generate some character backstory at the start, and then engage that material with the first scene, and build on that for the 2nd scene, etc. The players are ALWAYS telling me what their PCs will do, but they ALWAYS have the feeling they better do SOMETHING! Or if they don't, and don't want to, then I'd narrate how things go in the world until they decide they find it engaging.</p><p></p><p></p><p></p><p>I honestly don't know what that means <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7400415, member: 82106"] I'm not seeing the logical structure of this argument. Just because I phrased my question in terms of a single 'story arc' (which is really the most basic complete dramatic unit I can refer to in this specific context) doesn't say anything about the capacity or lack of capacity to use the same technique more than once. I think I can run 5 story arcs with Story Now as well as one. No, not any more than I need exact tracking of geographical locations or other things! If its dramatic for 2 people to meet, and can be established as not absurd that they could, then they do! This is perfectly acceptable in Hollywood. Heck, half the time it IS absurd and STILL nobody seems to mind. Again, I would gate that on what is interesting, not some mechanistic idea of time and space. I mean, its a non-technological world, missing someone by an hour is as good as a year in most cases. Its not like you create some irredeemable cloud of unreality. Fine, but not really an advert FOR world building ;) Exactly my point. Well, I don't ever do THAT! I have them generate some character backstory at the start, and then engage that material with the first scene, and build on that for the 2nd scene, etc. The players are ALWAYS telling me what their PCs will do, but they ALWAYS have the feeling they better do SOMETHING! Or if they don't, and don't want to, then I'd narrate how things go in the world until they decide they find it engaging. I honestly don't know what that means :) [/QUOTE]
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