Re: What world-building lessons have you learned from Glorantha?

From: aesclealm <aescleal_at_IM0FYmZrmbvGGJZMMCzGuEst-mhJ9-Zz0d1-1ETw6zBKVuYZuJ9F0-F7dSvMffd_pgK>
Date: Sun, 22 May 2011 17:38:05 -0000

Guy asked:

"What world-building lessons have you learned from Glorantha?"

  1. Do whatever you like. If your players enjoy what you come up with, consistency isn't important.

1a. If player brings up an inconsistency, smile enigmatically and say "why do you think that is?"

1b. Players ideas are almost always better than yours - steal them mercilessly.

2. Don't write anything down.

2a It's harder to contradict something if it's not written down.

2b. Don't be afraid to change something if it's not working for you and your game.

3. Planning is for software engineers and other anally retentive wankers. Let things congeal as you play.

3a. If you need it in play make it up, if you don't need it don't waste any time on it.

4. IP and copyright is for artists - piss or paint, take your pick.

4a. If someone else comes up with a decent idea STEAL IT.

4b. (Moorcock's corollary) If someone else comes up with a decent idea, do the exact opposite.

4c. (Simbieda/Stafford's Spotting The Bloody Obvious After The Fact) If you don't want someone to copy your stuff and extend it, don't fucking publish it as a game world.

5. Fiction written in game worlds is about as much fun as bad slash written in capital letters with the author having one hand in his trousers at the time of writing.

5a. (Forgotten Realms syndrome) Professionally written game world fiction is worse than amateur. You're paying someone else to wank for you.

6. Have a sense of humour.

6a. Don't expect your humour to be for everyone.

6b. Ignore anyone that says they won't play in their world because it's got intelligent ducks, Ewoks or Tribbles. Pity them as they were spanked every time they did anything creative as children, like having a poo. They can go and play Traveller instead.

Cheers,

Ash            

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