When you say discovery, do you mean that the players discover what the GM has written?World building is for exploration & discovery
When you say discovery, do you mean that the players discover what the GM has written?World building is for exploration & discovery
I'm not quite sure you do.In classic D&D, the dungeon was a type of puzzle. The players had to map it, by declaring moves (literally) for their PCs. The players, using their PCs as vehicles, had to learn what was in there: this was about inventory - having enough torches, 10' poles, etc - and about game moves too - searching for secret doors, checking ceilings and floors, and so on. And finally, the players had to try and loot it while either avoiding or defeating the monsters guarding the treasures and wandering around the place - this is what the combat mechanics were for.
The game is something of a cross between a wargame and a complex refereed maze. And *worldbuilding* is all about making the maze. I get that.
Cool stories, bro, but nothing to do with worldbuilding. These are more related to game-mechanic-rules system building, which most worldbuilding doesn't really care about except as regards nailing down the setting's vague historical era (medieval, modern, far future, etc.).But most contemporary D&D isn't played in the spirit of classic D&D: the players aren't trying to map a maze; when it comes to searching, perception and the like there is often an emphasis on PC skills (perception checks) rather than player game moves; there is no clear win condition like there used to be (ie getting the gold and thereby accruing XP).
In the classic game, alignment (and related aspects of character motivation) become components in, and establish the parameters of, the puzzle: if I find a prisoner in the dungeon, should I be rescuing her/him (after all, my PC is lawful and so I might suffer a GM-imposed penalty if I leave a helpless person behind)? Or is s/he really a succubus or medusa in disguise, trying to take advantage of my lawful foibles? This is one reason why divination items like wands of enemy detection, ESP medallions and the like are so prominent in classic D&D - they're "game components" which, once obtained, allow a clever player to make better moves and so increase his/her chance of winning the game. And their function relies upon the GM having already written the dungeon, and having already decided what the truth is about the prisoner.
Again this has almost nothing to do with worldbuilding. Character building, maybe, but that's yet another different thing; and again its only real interaction with worldbuilding is the world's intended historical era defining what the character can be and-or do.I'm expected to develop my character, and to care about his/her motivations, for their own sake. This is part of the standard picture of what it is to be a good RPGer.
It gives the game a backdrop, a history, a sense of continuity and consistency and place.So, given these difference between typical contemporary play and "classic" play, what is world building for?
Without worldbuilding you have no wilderness to explore, nor seas to sail across, nor kingdoms to live in or to overthrow. You have no history, no deities (which kinda screws over any Clerics in the game!), no moons or weather or cities or kings. You have no raiding Vikings to the north, no cultured Romans, no desert marauders, no pleasant Hobbit-filled valleys, no Elven woods.And here's a final thought: In this blog post, Luke Crane has interesting (and very enthusiastic) things to say about playing Moldvay Basic. He also asserts that "the beautiful economy of Moldvay's basic rules are rapidly undermined by the poorly implemented ideas of the Expert set." I think at least part of what he has in mind there is that Expert-style wilderness adventuring doesn't establish the same clear framework for play. There is no clear maze, and so no clear parameters for establishing puzzles to solve in avoiding or defeating the monsters while getting the gold.
I see this contrast, between Basic and Expert - dungeon crawling compared to wilderness exploration - as raising the same question as this thread: what is world building for once we're no longer playing a dungeon crawling, puzzle-solving game?
I'm talking about the GM writing up the setting. Most RPGs posit some sort of setting - an imaginary place in which the PCs live, and where their adventures occur. That's the "world". [MENTION=23935]Nagol[/MENTION]'s post gives examples - maps and other details of places; descriptions of personages; etc.
Because it's a fictional world, it has to be authored/written. When the GM does that in advance, that's "worldbuilding". Or, if you prefer, "setting design". But I see "worldbuilding" used more often, so I chose that word.
I'm pretty sure I know what that setting design is for in classic Gygaxian dungeoneering - it creates the maze/puzzle that the players have to "solve" (by mapping it; by cleverly raiding it; by looting it; all without having their PCs die, and rather accruing XP and hence being able to tackle harder dungeon levels). But in the OP I posit that this style of play is comparatively rare these days; so what is setting design for now?
That's a curious use of the term 'worldbuilding'. Before reading the OP, I'd have answered "to entertain the GM."
Can I push a bit more on this. Eg what is the exploration for?
Is it to establish "win" conditions (or tools that can be used to win?) - that is in the neighbourhood of the classic maze/puzzle solving, but how do you deal with the issue that Luke Crane implies (in the bit above that I sblocked), that once you leave the dungeon context the parameters and situation are so loose that the players can't make clear choices or reach their own clear solutions?
Or is it for its own sake? In which case "favouring one player over another" might mean writing a world/backstory that player A will enjoy learning about more than player B.
I worry this post has come out a bit more tendentiously than was intended (!), but the pushing is meant to be friendly/analytic, not hostile.
I think your second sentence is true at least sometimes.That's a curious use of the term 'worldbuilding'. Before reading the OP, I'd have answered "to entertain the GM".
Actually, the answer may be the same, even though 'dungeon design' is closer to what you're trying to describe.
That doesn't sound like worlbuilding, because it's not establishing a truth about the setting in advance of play. It's prep, but not worldbuilding. (Though the "living dungeon" conceit does blur the lines a bit.)One thing I really liked about the 'mega-dungeon' module "The Eyes of the Stone Thief" for 13th Age is that it doesn't have fixed maps.
I.e. the authors clearly understand that the way RPGs are played have changed. The GM can arrange the described locations in whatever way makes sense for her and the kind of story she's trying to tell.
But this clearly isn't true - you can have a game with any or all of those things without the GM writing up some fiction in advance.It gives the game a backdrop, a history, a sense of continuity and consistency and place.
Without worldbuilding you have no wilderness to explore, nor seas to sail across, nor kingdoms to live in or to overthrow. You have no history, no deities (which kinda screws over any Clerics in the game!), no moons or weather or cities or kings. You have no raiding Vikings to the north, no cultured Romans, no desert marauders, no pleasant Hobbit-filled valleys, no Elven woods.
Are you able to say more about how you see the GM's work on the setting in advance of play feeding through to give the players that sense?And that's what it's there for in modern settings - to give the players a sense of the place their characters live within, a framework within which they can build upon their character's motivations and beliefs, establish connections, and discover and determine what they care about and want to achieve.
If the world that is being built is big or complex, then it probably has forces at work that the players (and their PCs) don't know about. How does the presence of those forces affect, or interact with, player proactivity, and the use of world elements as tools to achieve player goals for the game?exploration play works best when the players have the agency to set goals and act upon them, proactive in other words. It tends to be a difficult mode to develop when the PCs are expected to be highly reactive in play. The more reactive the PCs get, the smaller the world-building can be. If the PCs don't have the ability to take advantage of the world then it is at best foreshadowing and at worst a tool for the application of GM force when things aren't going as he expects.
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Favouring one over the other doesn't refer to player enjoyment ratios. It's more about making certain any player is not favoured more than any other in taking advantage of in-game resources and being affected by in-game hindrances.
In a game with a goal along those lines, ie where the goal isn't to beat the dungeon but rather to express/develop my character and find out what s/he does and becomes, what is the point of pre-authored setting?

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