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Why Worldbuilding is Bad
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<blockquote data-quote="hawkeyefan" data-source="post: 7402786" data-attributes="member: 6785785"><p>Well, that's interesting because I recently picked up <em>City of Mists</em>. It's a new game that's partially based on the Powered by the Apocalypse system. It's very character driven.</p><p></p><p>What's interesting to me, reading this book while also taking part in these worldbuilding threads, is that the game is designed with the expectation that the entire first session, called the Exposition Session interestingly enough, is to be spent constructing the player characters, establishing their relationships to one another as part of a Crew, and then establishing the aspects of the City itself. </p><p></p><p>So the first session is where everyone sits down and talks about the characters, the setting they inhabit, and how those two elements interact with one another, which is loosely the story of the game. This is what I would call Worldbuilding. The fact that it's done mutually by the GM and players doesn't change what it is. </p><p></p><p><strong>What other term would any of you use to describe such a session? </strong></p><p></p><p>Once these things are established, the GM then goes about setting up scenarios and details based around the goals established by the players for their characters and their Crew. So in this sense, the GM does not have any preconceived ideas prior to the Exposition Session, but thereafter is free to introduce any elements he likes, as long as they fit in with the ideas and goals established. </p><p></p><p>This, to me, seems to be a pretty good example of a middle ground. In this case, everyone is involved in establishing the game world. </p><p></p><p>Now, I think it's interesting that the game is designed this way. I think it's a good idea that can easily be ported to other games. The game mechanics aren't even heavily involved in this process, other then a couple of bits about how crew members relate to one another. So it's pretty system agnostic. </p><p></p><p>It's also very similar to what I've been doing whenever I've DMed for D&D over the past 20 years or so.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7402786, member: 6785785"] Well, that's interesting because I recently picked up [I]City of Mists[/I]. It's a new game that's partially based on the Powered by the Apocalypse system. It's very character driven. What's interesting to me, reading this book while also taking part in these worldbuilding threads, is that the game is designed with the expectation that the entire first session, called the Exposition Session interestingly enough, is to be spent constructing the player characters, establishing their relationships to one another as part of a Crew, and then establishing the aspects of the City itself. So the first session is where everyone sits down and talks about the characters, the setting they inhabit, and how those two elements interact with one another, which is loosely the story of the game. This is what I would call Worldbuilding. The fact that it's done mutually by the GM and players doesn't change what it is. [B]What other term would any of you use to describe such a session? [/B] Once these things are established, the GM then goes about setting up scenarios and details based around the goals established by the players for their characters and their Crew. So in this sense, the GM does not have any preconceived ideas prior to the Exposition Session, but thereafter is free to introduce any elements he likes, as long as they fit in with the ideas and goals established. This, to me, seems to be a pretty good example of a middle ground. In this case, everyone is involved in establishing the game world. Now, I think it's interesting that the game is designed this way. I think it's a good idea that can easily be ported to other games. The game mechanics aren't even heavily involved in this process, other then a couple of bits about how crew members relate to one another. So it's pretty system agnostic. It's also very similar to what I've been doing whenever I've DMed for D&D over the past 20 years or so. [/QUOTE]
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