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Why Worldbuilding is Bad
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<blockquote data-quote="Doug McCrae" data-source="post: 7402283" data-attributes="member: 21169"><p>Did you see my posts in the other worldbuilding thread about the Dream Game campaign? That was a game where the main drive (I think for all the players, certainly myself and Mark) was finding out what was really going on, or at least learning more. In one of the group discussions near the end of the campaign another of the players, Jamie, talks about how far we still have to go in terms of discovery (and it also gives a good overview of the campaign): </p><p></p><p style="margin-left: 20px">We've got to face up to the fact that we're still floundering in a major way. We just don't have a clue what 'their' objectives are, how they are pursuing those objectives. We don't even know who exactly most of 'them' are. We used to help patients with dream related problems. We used to intrude, find the malignant External, find its Achilles heel and defeat it. Then we'd see a subsequent improvement in the patient's health. The nightmares went away and the patient seemed to find a peace of mind. But with the Fallen it's different. We haven't clearly identified the problems being suffered, never mind the entities causing these problems. And as for why they are doing so or what their Achilles heel might be, we haven't a clue.</p><p></p><p>It was a game that featured an unusually wide range of elements - the real mundane world of Glasgow in the mid 90s, 'real' occult and paranormal inspired happenings, dream weirdness, superhero-esque action scenes in dreams with lots of bizarre powers flying about, horror scenes (usually in dreams), and group discussions about What's Really Going On. The players would even write essays about What's Really Going On and these are included in the campaign logs. </p><p></p><p>I don't think this was because we were all lore-seeking players, I think it's because of the sort of game it was and that produced certain behaviour on our part. The GM did ridiculously huge amounts of research and prep for it, which led to all the players taking it very seriously. It was a game that felt real, and also one where there were major obstacles to the unveiling of occult knowledge: the strange, unknowable nature of dreams; the fact that the spirit world (if it existed at all) was beyond our perception; the extreme secrecy of both our antagonists and the 'good guy' organisation we encountered.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 7402283, member: 21169"] Did you see my posts in the other worldbuilding thread about the Dream Game campaign? That was a game where the main drive (I think for all the players, certainly myself and Mark) was finding out what was really going on, or at least learning more. In one of the group discussions near the end of the campaign another of the players, Jamie, talks about how far we still have to go in terms of discovery (and it also gives a good overview of the campaign): [indent]We've got to face up to the fact that we're still floundering in a major way. We just don't have a clue what 'their' objectives are, how they are pursuing those objectives. We don't even know who exactly most of 'them' are. We used to help patients with dream related problems. We used to intrude, find the malignant External, find its Achilles heel and defeat it. Then we'd see a subsequent improvement in the patient's health. The nightmares went away and the patient seemed to find a peace of mind. But with the Fallen it's different. We haven't clearly identified the problems being suffered, never mind the entities causing these problems. And as for why they are doing so or what their Achilles heel might be, we haven't a clue.[/indent] It was a game that featured an unusually wide range of elements - the real mundane world of Glasgow in the mid 90s, 'real' occult and paranormal inspired happenings, dream weirdness, superhero-esque action scenes in dreams with lots of bizarre powers flying about, horror scenes (usually in dreams), and group discussions about What's Really Going On. The players would even write essays about What's Really Going On and these are included in the campaign logs. I don't think this was because we were all lore-seeking players, I think it's because of the sort of game it was and that produced certain behaviour on our part. The GM did ridiculously huge amounts of research and prep for it, which led to all the players taking it very seriously. It was a game that felt real, and also one where there were major obstacles to the unveiling of occult knowledge: the strange, unknowable nature of dreams; the fact that the spirit world (if it existed at all) was beyond our perception; the extreme secrecy of both our antagonists and the 'good guy' organisation we encountered. [/QUOTE]
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