That's what I'm talking about. He offered a concession. You didn't. You haven't. You continue to dig your heels deep into the underdark regarding your own definition and sense of worldbuilding.What are you talking about? As soon as he offered the concession of excessive worldbuilding, I started talking about what constituted excessive and acknowledge that excessive exists, even for someone like me who loves much more worldbuilding. If you think I wasn't moving the conversation forward, you weren't paying attention.
I think so. [MENTION=22779]Hussar[/MENTION] doesn't count this as worldbuilding, though - I think because in and of itself it implicates nothing beyond the actual situation currently in play.what if a DM selects such a monster for inclusion in their game world? Presumably when "stocking" a dungeon or similar. Isn't that DM deciding to include a world element?
I don't quite agree - I'll explain why below.Taken as written, the inclusion of hobgoblins implies the inclusion of elves
This seems pretty plausible. Eg if you read that hobgoblins hate orcs, you may well be prompted to make a hobgoblin/elf conflict part of your setting.Ultimately, these bits of lore are the tools of worldbuilding
But if the Phantom of the Opera was a RPG, then we know what happened, and we know exactly how much setting was required - namely, the opera house and the subterranean lair beneath it.I was talking about the first few hours of the play. If it were an RPG, the world as built for the play is insufficient as the "actors"(PCs) would be doing things, investigating places, and asking questions that are outside of the phantom script. More worldbuilding would be required to play the Phantom of the Opera RPG than is involved with the play.
His point is that he does not author any more setting in advance than he anticipates will be needed for the situations that will be the focus of play. Now because even [MENTION=22779]Hussar[/MENTION] is only human, perhaps he sometimes misjudges - he authors something but it turns out it never gets used in play (eg the PCs never actually venture into the Phantom's lair); or he hasn't authored something but it turns out that he needs it (eg one of the PCs visits a theatrical agent, and so Hussar has to ad lib an account of the streets of Paris and the agent's wood-panelled office).Nothing I've seen from him says that he plays Story Now, so he worldbuilds in advance just like I do. He just does less of it.
That's what I'm talking about. He offered a concession. You didn't. You haven't. You continue to dig your heels deep into the underdark regarding your own definition and sense of worldbuilding.
I don't quite agree - I'll explain why below.
This seems pretty plausible. Eg if you read that hobgoblins hate orcs, you may well be prompted to make a hobgoblin/elf conflict part of your setting.
But you don't have to. You can use hobgoblins and just ignore the bits about elves. I think [MENTION=22779]Hussar[/MENTION]'s concern (at least as I understand it) is that the more the account of what an X is presupposes Ys as well (kobolds as dragon-slaves is, again, an example of this) the harder it becomes to use the game element but ignore/strip away the lore. Expectations are also part of this: if you use hobgoblins then players expect them to be hostile to any elves that turn up; but maybe no elves do. The fact that hobgoblins are said to hate elves doesn't mean that the use of hobgoblins in play signals, in and of itself, the use of elves. Whereas if you use kobolds, players start wondering when the dragon is going to show up.
I think it is these different ways lore can be used, and these different ways it affects expectations, that tend to make it unhelpful just to group it all together as worldbuilding.
But if the Phantom of the Opera was a RPG, then we know what happened, and we know exactly how much setting was required - namely, the opera house and the subterranean lair beneath it.
That is - at least as I understand it - @Hussar (i) is pointing out that a story can proceed without worldbuilding beyond the immediate setting/situation in which the action unfolds, and (ii) is asserting that this is possible for RPGing.
His point is that he does not author any more setting in advance than he anticipates will be needed for the situations that will be the focus of play. Now because even @Hussar is only human, perhaps he sometimes misjudges - he authors something but it turns out it never gets used in play (eg the PCs never actually venture into the Phantom's lair); or he hasn't authored something but it turns out that he needs it (eg one of the PCs visits a theatrical agent, and so Hussar has to ad lib an account of the streets of Paris and the agent's wood-panelled office).
That doesn't change the fact that (i) he is not engaging in worldbuilding as he characterises it, namely, the authoring of fictional details with no intention that they be part of play and even knowledge that they won't be, and (ii) in virtue of (i), is proving by doing that worldbuilding as he characterises it is not, per se, needed for RPGing.
You and @Hussar have convinced me. The next time I get pulled over for speeding, I'm going to tell the cop that I don't define/characterize going above the speed limit as speeding or unsafe driving and let him know that I expect him to conform to my new definition. Then I'll point him to these threads so he can see the truth of my words.
That's what I'm talking about. He offered a concession. You didn't. You haven't. You continue to dig your heels deep into the underdark regarding your own definition and sense of worldbuilding.