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Why Worldbuilding is Bad
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7401609" data-attributes="member: 82106"><p>THIS is what I question strongly, amongst a few other things. I started GMing in 1976 or so, and this experience has never really happened to me. I mean, sure players have asked a question or two about where they are and what's going on, they have to do that, but the idea that they need a thorough briefing on the economics, politics, and social structure of the place they happen to be starting at BEFORE THEY CAN DO ANYTHING???!!!! No player in all the 42 years of GMing I've experienced has ever demanded or even thought of asking for that. I don't believe it happens at all. I mean, I don't want to get into a silly debate about it, I'll accept that YOU do it, but I think you are almost unique. I can't say 'nobody else in the world is like you', but if even 10% of gamers were, then I'd have run into it many times, as I've gamed with easily 300 or more different people enough to have some idea of how they game. </p><p></p><p></p><p></p><p>I think there is a whole 'level' to player driving of story that you've not reached. In a really Story Now kind of scenario the very nature of what the story is 'about' is derived from a combination of background, possibly declared statements/interests, and PC action declarations. Its not 'steering' the game, it is establishing WHOLE CLOTH what it is about and what it entails.</p><p></p><p>(As an aside, this may not be strictly true if the game system itself is tightly focused on a specific sort of question, theme, or milieu that would probably be described as 'niche'. However, those sorts of game systems are usually a distinct preference choice which is intended to establish the central questions of play in that game, and thus must of necessity be largely a question of player interest. So if you play DitV, you pretty much know what the game is about, although individual players can still focus somewhat on specifics, but if you play 4e D&D, then things are likely pretty wide-open in Story Now).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7401609, member: 82106"] THIS is what I question strongly, amongst a few other things. I started GMing in 1976 or so, and this experience has never really happened to me. I mean, sure players have asked a question or two about where they are and what's going on, they have to do that, but the idea that they need a thorough briefing on the economics, politics, and social structure of the place they happen to be starting at BEFORE THEY CAN DO ANYTHING???!!!! No player in all the 42 years of GMing I've experienced has ever demanded or even thought of asking for that. I don't believe it happens at all. I mean, I don't want to get into a silly debate about it, I'll accept that YOU do it, but I think you are almost unique. I can't say 'nobody else in the world is like you', but if even 10% of gamers were, then I'd have run into it many times, as I've gamed with easily 300 or more different people enough to have some idea of how they game. I think there is a whole 'level' to player driving of story that you've not reached. In a really Story Now kind of scenario the very nature of what the story is 'about' is derived from a combination of background, possibly declared statements/interests, and PC action declarations. Its not 'steering' the game, it is establishing WHOLE CLOTH what it is about and what it entails. (As an aside, this may not be strictly true if the game system itself is tightly focused on a specific sort of question, theme, or milieu that would probably be described as 'niche'. However, those sorts of game systems are usually a distinct preference choice which is intended to establish the central questions of play in that game, and thus must of necessity be largely a question of player interest. So if you play DitV, you pretty much know what the game is about, although individual players can still focus somewhat on specifics, but if you play 4e D&D, then things are likely pretty wide-open in Story Now). [/QUOTE]
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