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<blockquote data-quote="ProgBard" data-source="post: 6772214" data-attributes="member: 6803722"><p>This, yes. Note that this doesn't mean "don't do it"; it just means "understand the extra hurdle you have to cross in order to make a connection on this."</p><p></p><p>It also relates, tangentially, to something that's been itching me in the conversation - there's a great deal of emphasis for some folks in the "integrity" of a setting. Which is fine as far as it goes, and for some values of "integrity." But this also points to a fundamental tension between worldbuilding and GMing. The worldbuilder has made a beautiful creation that they'd like to see preserved. But stories - and therefore RPGs - are about things <em>happening</em>. There has to be at least an element of willingness to let your world go nova - and that means in some ways tossing the <em>integrity</em> of it out the window when necessary. The game can't always be about the GM fighting the players to maintain the status quo of the gameworld, which is something I suspect a lot of worldbuilders do without quite realizing what they're doing.</p><p></p><p>I think it's necessary on some level to understand you're constructing your lovingly-rendered Lego city so that the kaiju can come along in a little while and knock it all down. When you're on board with that mindset, a stray gnome in Athas can feel like a whole lot less of a dealbreaker. Maybe not for every game ever, and of course that doesn't mean every wacky player notion in chargen gets greenlit; but it can give some perspective to least a few of those out-there ideas, and maybe give the GM pause as to whether that's the hill they're willing to die on.</p></blockquote><p></p>
[QUOTE="ProgBard, post: 6772214, member: 6803722"] This, yes. Note that this doesn't mean "don't do it"; it just means "understand the extra hurdle you have to cross in order to make a connection on this." It also relates, tangentially, to something that's been itching me in the conversation - there's a great deal of emphasis for some folks in the "integrity" of a setting. Which is fine as far as it goes, and for some values of "integrity." But this also points to a fundamental tension between worldbuilding and GMing. The worldbuilder has made a beautiful creation that they'd like to see preserved. But stories - and therefore RPGs - are about things [i]happening[/i]. There has to be at least an element of willingness to let your world go nova - and that means in some ways tossing the [i]integrity[/i] of it out the window when necessary. The game can't always be about the GM fighting the players to maintain the status quo of the gameworld, which is something I suspect a lot of worldbuilders do without quite realizing what they're doing. I think it's necessary on some level to understand you're constructing your lovingly-rendered Lego city so that the kaiju can come along in a little while and knock it all down. When you're on board with that mindset, a stray gnome in Athas can feel like a whole lot less of a dealbreaker. Maybe not for every game ever, and of course that doesn't mean every wacky player notion in chargen gets greenlit; but it can give some perspective to least a few of those out-there ideas, and maybe give the GM pause as to whether that's the hill they're willing to die on. [/QUOTE]
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