Hussar
Legend
Imaro said:Well again I can only reference the 3.5 books, but by my quote above it clearly lays out the fact that a campaign is made of adventures and the "world" is where these adventures take place... of course since supposedly in chapter 3 you read over 60 pages on adventures... they don't need to go over that again so they address the other aspect of it... worldbuilding. I'm sorry you've chosen to try and make a distinction between "setting" vs. "worldbuilding" (which I find you still haven't specified exactly what it entails) when the DMG doesn't ascribe to your definitions, yet addresses exactly what you are arguing for.
I have defined World Building a number of times in this thread. I know my definition differs from the one in the DMG. THAT'S THE POINT. I define world building thusly:
World Building - the act of creating background that is independent of plot. The act of creating background FOR IT'S OWN PURPOSE.
Setting Building - the act of creating background that is dependent on plot. The act of creating background TO SERVE THE GAME/STORY.
That's what I'm objecting to. Like I said, your background, to me, from the little bit I can see, fufills my definition of Setting Building. You have a couple of locations that presumably will feature in your campaign, probably feature regularly in the campaign as well. The racial writeups are necessary for Character Creation and thus are serving the campaign as well.
OTOH, you have not detailed, in other than very, very broad strokes, the history of your city. Who founded your city? Who were the first ten leaders of your city? Who are the royal family (if your city has one) of your city?
In my view, who cares? Unless your characters have any particular reason for interacting with the royal family (and looking at your campaign notes, I'm thinking that they don't), why bother detailing it?
But, from a bottom up or top down approach, both advocate detailing that royal family. They are fixtures of this setting. Heck, the DMG actually goes into fairly lengthy detail that you should detail the power structures of your setting.
The DMG, in any version, uses World Building and Campaign Building synonymously. It actually states so in the opening of the Campaign buildling chapter that the two are synonymous. I disagree. I think they are not synonymous. However, there are numerous examples out there that do make them sound that way. The Dungeoncraft articles from Dungeon spend a few years detailing how to build a world.
Yet, in the same magazine, you rarely (although not never) see articles on how to build a campaign divorced from what I call World Building. You certainly don't have any multi-year monthly series on how to build your campaign without going into all the extra work of world building.
Compare the opening of the old Dungeoncraft articles from print Dungeon:
Ray Winninger said:Last month, we resolved some basic logistical and administrative issues-how many players is best, what rulebooks to use, and so forth. With that out of the way, it's time to start creating the campaign environment.
Before we start play, before we even attempt to design our first adventure, we should flesh out the campaign world. What's our fantasy world like? What sort of adventures await our brave players?
((Now, to be fair, his first rule is "Never create more than you have to" but, then the entire series is on how to bottom up create a world))
James Wyatt said:If I were to drop the PCs down right on one of those borders where two nations are simmering at the edge of all-out war, there'd be room for adventure there. That could be a pretty cool campaign. Maybe a city is right on the border. Maybe its people don't really consider themselves members of either nation, and they resent being fought over, but there are also plenty of immigrants from both nations living within its walls. That could be a lot of fun.
But that only works because I've switched from the big map to a very small spot on it. Once I start running that campaign, the forest with the elves and the swamp with the monsters don't matter, at least not until the campaign grows and expands to include them. In the short term, I'm better off putting time into fleshing out the city on the border and the adventure possibilities there, rather than putting another thought into what lies half a continent away.
Now, James Wyatt also goes with the bottom up start. Again, the idea is developing the setting first and then working with the players.
It's more or less the same song and dance.
What I don't see is advice saying, "Ok, don't bother working out all this stuff first. The first thing you need to do is sit down with your players. Work out a number of details - theme, rough plot ideas, feel, tone, mood - with your players FIRST. Then, go back, and quite possibly with their help, start working on creating a campaign together."
Most of the advice places the majority of the workload squarely on the DM.
Heck, Imaro, you've done it yourself. Did you ask your players if that was something they were interested in before you started? Did you ask your players what kind of characters (not class/race, but rough archetypes) they wanted to play before you started? Did you ask any questions about theme, or mood before you started?