While obviously the main concern of the protagonists, it’s often hard to see how - outside of any obvious destruction - these major turns impact the game world’s general populace and can disassociate players from the setting that has been established in the search of exciting main plot turns. Though there may be secrets and special locations, plus major plot points about the underlying nature of or powers behind everything, these are far flung from what the people see in their day-to-day lives and are more about resolving the narrative than getting players to care about the world. There often comes a point in RPGs where the main plot moves on in such a manner that there’s really no more time or space for it to keep building upon its setting. RPGamer thinks about worldbuilding in RPGs: Using Sidequests to Carry On Worldbuilding
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