Ovinomancer
No flips for you!
And, on hearing it, I equate out to worldbuilding.I’ve never heard anyone use the term “setting building”.
And, on hearing it, I equate out to worldbuilding.I’ve never heard anyone use the term “setting building”.
Is every single element of setting world building? For some in this thread, I think that they think so.
<snip>
It's impossible (or at least really, really difficult) to run a game with zero setting.
I tend to not buy into the idea that setting building and world building are the same. Every game needs a setting. Not every game needs world building.
I agree that every game needs a setting.My view of it is that anything done to establish the game world that the characters inhabit is worldbuilding. So yes, for me it is an essential part of every single RPG. It cannot be avoided, and is certainly not bad.
<snip>
In traditional play, labeled “worldbuilding” in this thread, the world is likely largely established or decided by the GM ahead of time.
Take a map of the game world. Is that world building? Personally, I don't really think so. You need a map for play most of the time. You need something to show the players in order to frame the campaign and a setting map is a great way to do that. Now, if your game only ever takes place within the confines of a single location (be that a city or something like Isle of Dread or a World's Largest Dungeon), then, well, the rest of the world can go hang.
A world map isn't essential. I'm running multiple campaigns at the moment that don't have a world map. One has no maps at all. The other, after half-a-dozen setting, had enough worlds visited/mentioned that it was useful to draw up a star map.In Story Now games (the ones I’m familiar with, anyway) the world is implied by the setting, and then the details are established by the GM and players together in the first session.
No Myth is a take where no world details are considered canon until introduced in play. The GM and players build the world as they play.
Now, what is actually needed in order to establish whatever world the characters are going to inhabit is what’s debatable. It will vary by the needs of the game and the scope of the world, but how much is actually needed? Totally a matter of preference.
All that’s needed is what is required for the adventure at hand.
Did you see my posts in the other worldbuilding thread about the Dream Game campaign? That was a game where the main drive (I think for all the players, certainly myself and Mark) was finding out what was really going on, or at least learning more. In one of the group discussions near the end of the campaign another of the players, Jamie, talks about how far we still have to go in terms of discovery (and it also gives a good overview of the campaign):Now, I can sort of imagine some player somewhere who's great joy in life is imagining his character wandering through dusty libraries unearthing obscure facts and endlessly applying them to some scheme or other, or to produce the solution to some profound issue. It isn't impossible, and that MIGHT (I say MIGHT because it isn't really established) benefit from some sort of very elaborate structure of lore. Still, I haven't run into that player yet, in 40+ years.
But, we also have a perfectly good word - setting building. Every story needs a setting. It's one corner of the three things you need (the other two being character and plot). So, it's pretty much impossible to have a game without a setting.
We don't, so there's no need to invent setting building.So, is setting and world building the same? Why do we need two terms for it then?
It baffles me to be honest and bores me to tears, but, there it is. [MENTION=23751]Maxperson[/MENTION] talks about the need to detail out a city that the players were never supposed to go to being a good thing because the players decided to go there. Of course, the only reason they decided to go there is because [MENTION=23751]Maxperson[/MENTION] decided that the thing that they wanted simply wasn't available in the city they were in.
Wouldn't it be far simpler to have whatever they were looking for available in the city they were in and then build the adventure around that? Did it absolutely have to be in a completely new city?
But this is only true because differences have been established. If you play in terms of thematic choices and a dramatic narrative then changes of venue within the setting may indeed happen, but it will be a matter of a NEED based on story logic, dramatic need, and not "because element X doesn't show up in map location Y." You might go to 'Thay' to consult high level wizards, but that is probably because the GM decided to frame the wizards in Thay so that some sort of challenge could arise in terms of getting to them or interacting with them which would not seem consistent with being in 'Waterdeep' (and that would only be due to some elements that have already been established in play). In other words fictional positioning has meaning, but world detail for its own sake doesn't. Its easy to see the simple logic to this as well, since world detail is essentially arbitrary it can only be 'empty of meaning' in any essential sense until it is tied to an agenda.
[MENTION=23751]Maxperson[/MENTION]
The words we use matter. They shape the ways we think about things and the sort of techniques we use. By insisting that we use the orthodox framing of world building and referring to a game world rather than a setting or a shared fiction in order to participate in this discussion you are insisting that we take a number of assumptions for granted that I for one do not wish to take for granted. Mainly it suggests a permanence and independent existence of the setting and implies that it has intrinsic value outside of the context of the game.
I don't agree with this. First, a shared setting can exist in the minds of multiple people outside of the duration of the sharing(game play). Second, I can share something I own, so even if the DM did own it, which I don't agree with, setting can still be a shared thing.If it has an outside existence beyond this shared activity then it must exist somewhere - inside the head of the GM. So then he or she must own it - not a shared thing at all.
It also removes meaningful distinctions between setting design, scenario design, and adventure design. In games like Apocalypse World and Blades in the Dark I view it as the GM's duty to mostly focus on scenario design - creating a compelling situation that prompts players to make decisions for their characters and address it on their own terms. I contrast this with adventure design which is mostly focused on solving or beating the adventure laid out before them.
There's a reason why I prefer to refer to a shared fiction over a game world. A shared fiction implies a play space that we give form to as we play in it and define as we need it. It has no independent existence. It only exists in the moments we are together. It serves play. Not the other way around. We follow it and play in it because it has value here and now.
I have conversations with people who use shared fiction all the time. I understand that it means the same thing as my terminology does. You call it shared fiction. I call it a game world. It's the exact same thing.Here's the important bit though: I would never expect you to adopt my terminology just to engage with me. You can talk in terms of world building and game worlds. I will not. What matters is that we both understand what the other means.
[MENTION=23751]Maxperson[/MENTION]
The words we use matter. They shape the ways we think about things and the sort of techniques we use. By insisting that we use the orthodox framing of world building and referring to a game world rather than a setting or a shared fiction in order to participate in this discussion you are insisting that we take a number of assumptions for granted that I for one do not wish to take for granted. Mainly it suggests a permanence and independent existence of the setting and implies that it has intrinsic value outside of the context of the game. If it has an outside existence beyond this shared activity then it must exist somewhere - inside the head of the GM. So then he or she must own it - not a shared thing at all.
It also removes meaningful distinctions between setting design, scenario design, and adventure design. In games like Apocalypse World and Blades in the Dark I view it as the GM's duty to mostly focus on scenario design - creating a compelling situation that prompts players to make decisions for their characters and address it on their own terms. I contrast this with adventure design which is mostly focused on solving or beating the adventure laid out before them.
There's a reason why I prefer to refer to a shared fiction over a game world. A shared fiction implies a play space that we give form to as we play in it and define as we need it. It has no independent existence. It only exists in the moments we are together. It serves play. Not the other way around. We follow it and play in it because it has value here and now.
Here's the important bit though: I would never expect you to adopt my terminology just to engage with me. You can talk in terms of world building and game worlds. I will not. What matters is that we both understand what the other means.
Well, this depends on system, and to a degree that I don't think there's a simple setting-neutral answers.What goes on the pc hooks?