Why Worldbuilding is Bad

pemerton

Legend
Why are you assuming I am talking about a game without a strong setting?
I'm explaining my post to which you responded. A different poster asserted that if a game without setting is good, then a game with setting will be better, because it has all the previous good things plust the good things that setting brings.

I am disputing that claim: adding a setting is likely to impose constraints on permissible or effective action declarations, and that is not self-evidently a thing that makes the game better. If fidelity to setting is regarded as a good thing, then it might improve the game, but fidelity to setting is not self-evidently good or fun. It depends on what one is looking for in a RPG.

I don't think you could definitively state that the majority of people feel that way
I make no such claim. But the fact that there are some people who feel that way (I know I'm not the only one, not even the only one in this thread), it follows that it is not self-evident that adding strong setting can only improve a game. Which is what I was disputing.

How long have you guys played together. I'm sure your group knows you well enought to know what is meant. I wonder if it was a group of strangers say an AL game would more explanation be needed?
My current group fused two groups, after some friends moved overseas, to start the 4e game in 2009. Most of us have know most of us since the early 90s at least. If I was talking to strangers maybe I'd have to say something different; in the abstract I have no idea. But I'm also not sure why it mattes. I mean, suppose that one player assume the world includes orcs because that's what they take the default to be, and another thinks there must be no orcs because in 30 levels of fairly wide-ranging play the PCs have never met any, why does it matter? What is at stake in knowing whether or not, up in Plato's heaven, the gameworld includes orcs?

You seem to have, just like with worldbuilding a very narrow and specific (to you) definition of what default means.

<snip>

The whole point of a default setting is so that we don't have to go piece by piece and affirm everything... if not then what's the point (serious question here)?
"Default" means something like "in the absence of further specification." And in the context of RPGing, it's most importantly about permissions. 4e's "everyting is core" is mostly about permissions, not about what is deemed to exist in the shared fantasy.

So in saying it's a default 4e game, I'm saying "If you use stuff in the PHB, it won't be out of place and I'm ready to incorporate it. And if you're wondering what I'm going to be dong on the GM side, well it will draw from the MM and the core cosmology." But I'm not promising that one day there'll be an encounter with a devourer, or a swordwing.

You seem to be stating that nothing exists until it shows up but there are other ways orcs or devourers could come up in the game
The phrase "until it shows up" isn't mine; it's yours. Obviously if a player takes ranks in "orc lore" (not a real thing in 4e, but I hope you'll let me use it for illustrative purposes), then it is established that there are orcs in the world. What I'm saying is that, as best I can recall, orcs have never come up - and I'm even more confident about devourers - and that therefore leaves it an open question whether or not there are orcs in the gameworld.

Likewise, if a player in my 4e game wanted to play a shardmind then of course s/he could, but I can tell you that, when I think about what exists in that campaign world, shardminds aren't on my mental list!

Whereas, even though no one during play has ever met a metallic dragon, I think it's not doubtful that they exist in some form, because Bahamut is definitely established as an existing god of the setting, and the PCs have met dragonborn.

So really default can be changed depending on the needs and desires of your players... do you put limits on what can or can't be changed. Just a note this is more a tangent I am personally interested in around your gameplay style than anything to do with out larger discussion.
I dunno - the issue of "limits" hasn't really come up, but I don't have players who want to play space rangers in a fantasy campaign.

Another example I thought of involves orcs. The 4e PHB says that dwarves war with orcs. Whereas from the very start of our game, for reasons to do with the initial set up, it was clear that the dwarves war with goblins and hobgoblins.
 

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Just because those particular building blocks aren’t very specific doesn’t mean they aren’t building blocks.

Yeah, I think we're into semantic fine lines on this part. I would call a monster manual a 'game resource' not 'world building' and I wouldn't, obviously, have a problem with it. Particularly since any such book is just "here's stuff you could use." As [MENTION=42582]pemerton[/MENTION] says, you could say "I'll only use MM monsters" and its still not really world building in the sense that you haven't defined how or where or if any of them are actually to be found in your world, just that all the monsters in it are a proper subset of the ones in the MM (which technically means there could be none at all).

Does saying that tend to help elicit a specific kind of world? Yeah, probably so! To that extent there's some very slight world building that might be said to be implicit in it, but I'd call it more 'genre definition' and point out that by your definitions genre almost doesn't exist, its all world building.
 

billd91

Not your screen monkey (he/him)
Does saying that tend to help elicit a specific kind of world? Yeah, probably so! To that extent there's some very slight world building that might be said to be implicit in it, but I'd call it more 'genre definition' and point out that by your definitions genre almost doesn't exist, its all world building.

Why wouldn't both genre and worldbuilding exist? Depending on the genre, picking a particular one actually says a lot about the way the world behaves and what sorts of heroes or villains would be appropriate. For example, choosing to play a 4-color silver age superhero campaign means quite a bit even before you pick a city to be the main base of action and come up with a stable of regular villains to catch. By picking that particular genre, you're defining the world to be substantially different from an iron age, grittier superhero game. And, as I see it, any time you're making those decisions, you're in the process of world building. It's just more from a top-down direction rather than a bottom-up direction. Pemerton just seems to acknowledge the bottom-up direction as worldbuilding, but he's missing a whole chunk of the worldbuilding spectrum by doing so.
 

Why wouldn't both genre and worldbuilding exist? Depending on the genre, picking a particular one actually says a lot about the way the world behaves and what sorts of heroes or villains would be appropriate. For example, choosing to play a 4-color silver age superhero campaign means quite a bit even before you pick a city to be the main base of action and come up with a stable of regular villains to catch. By picking that particular genre, you're defining the world to be substantially different from an iron age, grittier superhero game. And, as I see it, any time you're making those decisions, you're in the process of world building. It's just more from a top-down direction rather than a bottom-up direction. Pemerton just seems to acknowledge the bottom-up direction as worldbuilding, but he's missing a whole chunk of the worldbuilding spectrum by doing so.

It feels like you changed to parameters some. It was worldbuilding when Pemerton chose to say "everything in the 4e books will be free game to use" but its 'genre' when you say BASICALLY what feels to me like the same thing by calling it a 'silver age superhero campaign'. Now, in neither case have either of you established a locale or any specific characters, nor any plot elements, etc. You have certainly defined the TYPES of things you will find in either place, but [MENTION=42582]pemerton[/MENTION] still might not have orcs, and you might have the Silver Surfer or not.
 

billd91

Not your screen monkey (he/him)
It feels like you changed to parameters some. It was worldbuilding when Pemerton chose to say "everything in the 4e books will be free game to use" but its 'genre' when you say BASICALLY what feels to me like the same thing by calling it a 'silver age superhero campaign'. Now, in neither case have either of you established a locale or any specific characters, nor any plot elements, etc. You have certainly defined the TYPES of things you will find in either place, but [MENTION=42582]pemerton[/MENTION] still might not have orcs, and you might have the Silver Surfer or not.

No parameters have changed. I feel I just addressed this in my last post, so apparently I'll have to repeat myself. Picking a genre can say a lot about the world so it's not like the two ideas of genre and worldbuilding are mutually exclusive.
 

Again though, if the players decide their characters are going to overthrow the 'Great Kingdom' and you don't like the implications of that, all of a sudden 10 dozen crazy roadblocks show up, but if you DO like the idea, its on rails.

That is not a world building issue, its a railroading issue.

World building is about where the campaign takes place. Its history, its culture(s) and beliefs. Worldbuilding has nothing to do with what is going to happen during the course of the campaign, apart from giving motivation and backstory to the various characters that inhabit that world.
 

I apologize btw for making two separate posts for this, they could have been one.

I just re-read the document (some time between then and now I typed it up from the handwritten original), and I still think it's quite clever. But I don't think it's a RPG setting. It's me, sitting then in a carrel in the University library, and now sitting at my computer, imagining a set of theological disputes that covers the broad terrain and the major moves in the European (pre-20th century) philosophical tradition. The fiction isn't shared.

But doesn't this world building (because I do believe this IS world building) inform the way you play the various clergy that the players may meet? When the players have questions about these religions, does it not inform the dialogue that you present to them?

I don't see how this would constrict or limit creativity, as some have posed.
 

Riley37

First Post
Now at this time I was an undergraduate philosophy student, and I wrote up an account of the actual theological differences among these denominations: so Cuthbertian theology rests on common-sense realism; the church of Tritherion and Pholtus have competing, highly intellectualised notions about how ideas (which are sourced in the higher realm) relate to the mundane world (the Tritherion-worshippers being broadly Kantian with hints of Locke; the Pholtus worshippers broadly Platonist, to the extent that their canonical scripture was called The Theocracy). To the best of my recollection, none of this ever came out in, or mattered to, play. It was me going through a series of intellectual exercise about imaginary theologies which was, really, a chance for me to test my comprehension of the relationships between, and especially the points of disagreement between, the philosophers whose work I was studying at the time.

(1) If that process was helpful to you in your real-world academic progress, and/or your development of your personal principles...

...and that process also made your D&D game less fun for any players who hold the position of "I won't play at the tables of DMs who worldbuild"...

then *that process was worthwhile*. IMNSHO your development as a gentleperson and a scholar, weighs more utiles-per-point than your entertainment value to a few other people, for a few of the hours you've spent playing D&D.

(2) if I came along, joined your table, and wanted to play a cleric of Cuthbert, and all I (as a player) knew about Cuthbert was that he's good and there's a Cuthbert artifact mace, and you then offered me a multi-page explanation of the theology my character had been taught, I would have read it. I might have decided that my character was a loyal member of the Cuthbertian church but secretly thought that the Tritherionist teachings made more sense on certain specific topics. Maybe, at some point, this would have emerged in my character's dialogue with NPCs or with fellow PCs. So does *some* of that time at your carrel, *become* worldbuilding, as one element or another reaches the table? In that case, each page is *potential* worldbuilding, and IMO that increases its value.

This is getting into "angels on the head of a pin" territory.

Does the Cuthbertian estimate of how many angels, agree with the Tritherionist answer? Enquiring minds want to know! But I don't care what Pholtus says, because f*** those shadow-in-a-cave posers. They can sit in a circle, in their ivory tower, and... sorry, I digress.

I played a cleric of Cuthbert, in the late 80s, and I feel bad now, for not knowing how many angels can dance on the head of the pin. Around the same time, one of the best GMs I've ever known, had a very personal relationship with his worldbuilding. He once mentioned that he'd been pondering his setting, during a lecture, and emerged with few notes on the lecture but several pages on elvish heraldry. He didn't *expect* any human to *ever* see them. So when he started a new campaign, the following semester, I asked to play an Elvish scholar. The DM smiled, and handed me a copy of the document. It included some common symbols, illustrations of the heraldic devices of various Elven noble houses and religious orders, and explanations of how each particular combination of the symbols represented the ideals of that group. At the first session, maybe a week later, I showed the other players a sketch of my character's shield. I dunno whether any of them realized that they could have learned something from her shield if they'd only known how to read it. Another player was running an Elven warrior princess, but was not inclined to such subtleties.

I am confident that no other player at the table had *less* fun, in that campaign, as a result of that shield. From then on, its only role at the table was its numerical bonus to my character's defenses in combat.

There is a difference between "herbal tea is bad" and "forcing herbal tea down your player's throats, when they're clearly not enjoying the process, and expecting them to praise your tea-brewing skills, is bad". I agree with the latter, not with the former. Same with worldbuilding.
 

pemerton

Legend
But doesn't this world building (because I do believe this IS world building) inform the way you play the various clergy that the players may meet? When the players have questions about these religions, does it not inform the dialogue that you present to them?

I don't see how this would constrict or limit creativity, as some have posed.
I hope it's OK if I take this in two stages.

First, about limits - which means, for the sake of discussion, I'll treat what I did as worldbuilding even though I don't think it is (that'll be the second stage). I don't think what I wrote up limits my creativity. It does limit the creativity of my players, should one of them want to play a priest, theologian etc of one of these religions - eg if what I wrote down is (both at the table, and in the fiction) canonical, then the player is not free to have his/her PC truthfully contradict it.

Is that a problem? Not far upthread [MENTION=48965]Imaro[/MENTION] posted something about this - I can't remember his words, but I glossed it as fidelity to setting - and so I can restate the question as, "Is a constraint which requires the players to be true to the setting a problem?" I think some RPGers answer this question "No" (for them), and I tend to answer "Yes" (for me). (I've put in the brackets because, presumably, no one is worried about what other players at other tables prefer - we're talking about how we want to do it at our tables.)

I suspect my tastes are minority ones. But I also suspect perhaps not quite as minority as one might think just looking at the preponderance of setting material in RPG publishing.

There is also nuance, which is also relevant. For instance, upthread - again in the discussion with [MENTION=48965]Imaro[/MENTION] - I distinguished different types or "degrees"/"levels" of fidelity to setting. I'm currently GMing and playing in Burning Wheel games set in GH. I have a stack of GH material (original folio, original boxed set, FtA boxed set, the Roger E Moore reboot, the 3E reboot). My GM has some maps and notes he downloaded onto a tablet from some wiki hosted by I-don't-know-who. But we both use the setting in much the same way: it establishes general geography, gives us some names for stuff (like places, some important personages, etc), gives us some tropes (Suel mages, hidden pyramids in the Bright Desert, etc), and the like.

This doesn't limit the sort of creativity we want to exercise in play, because in fact it gives us ways of describing the moves we want to make. For instance, there is a well-established pulp-type, S&S-type trope of "desert tribesmen" (think anything from Conan through Tintin through Lawrence of Arabia). So when my GM's PC (playing in my game) was stuck in the Bright Desert he wanted to find some desert folk to help him. But he didn't declare his action in the generic terms "This is a S&S-ish game, and desert tribesmen are a S&S trope, so I want to meet some." Rather, he said "Everyone knows that Suel Nomads are thick as thieves in the Bright Desert: I want to make a Circles check to meet some."

This is an example of high-level worldbuilding enhancing the play experience, and facilitating creativity, by establishing a vocabulary in which genre-relevant, fun and trope-y moves can be made using a vocabulary and a set of shared conceptions established by the world building.

But to work it also depends on some further things: the player needs to know the stuff (so it can't be that the presence of Suel nomads in the Bright Desert is a secret reserved to the GM); and it depends on the worldbuilding being high-level. Too much granularity - eg the GM has plotted the location of every Suel encampment in the Desert - and then instead of a pithy action declaration with the goal of establishing a fun, trope-y moment, we get a hexcrawl to find the hex where the GM established a nomad camp, which wasn't what the player was looking for at all!

The same sort of thing could come up in relation to theology. My PC (in my GM's game) is a knight of a holy order, and has a modest rank in Doctrine skill. In due course I'm probably going to want to make up doctrine for my god, and do stuff with it. I wouldn't be that impressed if, at that point, my GM pointed me to something he'd written up which already spelled out all the doctrines of my god, leaving me with no room to play my own conception of my character.

Which takes me to the second stage: why I think my theology document is not worldbuilding. I'll copy and sblock-paste a little bit, which will (I hope) help explain this:

[sblock]In CY 260 a young thinker and cleric of Allitur in these new lands wrote a treatise on government. Pholtus called his work The Theocracy. In that work he argued that rule should be by those with the best knowledge of the just and the god, and that these were those who contemplated it daily, ie the clergy. The bishops are to be appointed by the Supreme Prelate (who, knowing the good, is best able to judge the worth of potential appointees), and in turn, on the death of the Supreme Prelate, elect a successor from their number (for as a college they certainly have the capacity to know which of them is most meritorious). Pholtus also wrote on the nature of justice, arguing that that behaviour is just which is in accordance with the law. The law, in turn, is that which is eternal and necessary, ie the rational relations holding between the forms. These relations are able to be known by pondering those forms, which in turn can be known by looking to the essences of the empirical objects that are their copies. Thus, the law is imminent in the world. The heavenly bodies are exemplars of this - eternal and divine law in action. Justice, authority and punishment are likewise aspects of the imminent law. . . .

Theologically, the ideas promulgated by Trithereon are developments of the ideas set forth in The Theocracy. In reflecting on Pholtus's injunction to discover the forms, and the relations between them, by studying the real objects which copy them, Trithereon objected that essences are not in fact properties of objects, but rather of mortal concepts, which mortals then apply to objects when they think and talk (this pragmatic idea has its origins in other philosophers of Aerdy, whose influence had travelled into Nyrond and Urnst). Trithereon then argued that, as it is the concepts of mortal thinkers that give real structure to the world, so mortal thinkers are the highest worldly thing. The divinity, in turn, is that thing that created mortals that is outside the empirical world. Thus, concluded Trithereon, no individual, in so far as they are a user of concepts and thus a shaper of the world, is subject to any mortal government but their own.

This radical doctrine has been accepted by few (and certainly by no figures of authority) in its totality. The two natural responses have been to deny the status of the peasantry as thinkers, or (by the more liberal) to maintain that the peasantry, by their own executive act, have subordinated themselves to the government of their superiors. Nevertheless, it was influential in generating unrest in the County, and establishing such feelings on an intellectual basis, and it certainly had some influence on Nyrond's eventual decision (in CY 450) to withdraw its troops from Urnst.[/sblock]

Now I'm talking about a campaign that ran from 1990 to the end of 1997, so recollection is inevitably hazy. But theological questions of this sort simply didn't come up in that game. And the stuff that I wrote doesn't really make any difference to how the clergy are presented, as it is already grounded in the basic presentation of these deities in the GM materials (eg Pholtus's clergy are LN and stern; Tritherion is CG and preaches freedom; St Cuthbert clocks people on the head with a cudgel if he thinks they're being too intellectualist; etc). The staff in the sblock is just something that ended up being for my own amusement.

A later campaign with the same group did integrate metaphysical/theological questions (about the relationship between divine promises, karma, freedom and obligation) into play. But precisely because of that, it wouldn't have worked for me to just read out answers to the questions from something I wrote up unilaterally. The PCs in that game included a warrior monk; a martial arts monk of a rather intellectualist order; a fox in human form who had once been a ruler of an animal kingdom, but had broken certain laws and hence been sent down to earth as punishment; a middle-class warrior who was courting a noble dragon against the wishes of her sea lord and storm lord parents; and a younger cousin of a once-great house that had fallen on hard times but was trying to reestablish itself, who ended up outdoing his more prominent older cousin (also a PC) in marrying a wizard whom he rescued, and with her establishing a family line that (as was narrated in the "endgame" denouement of the campaign) ended up being the key to ensuring certain dangerous entities remained trapped in the voidal realm beyond time and space.

All those players had something to say about the metaphysical questions I mentioned, and views about how they should be resolved. This was the stuff - not the only stuff, but one important component of the stuff - of play.

I hope this example als helps illustrate of why I think that, if the GH theology I wrote up had crossed over in to worldbuilding (because that sort of stuff actually had come up in play), then it would probably have had an unhappy limiting effect.
 

pemerton

Legend
if I came along, joined your table, and wanted to play a cleric of Cuthbert, and all I (as a player) knew about Cuthbert was that he's good and there's a Cuthbert artifact mace, and you then offered me a multi-page explanation of the theology my character had been taught, I would have read it. I might have decided that my character was a loyal member of the Cuthbertian church but secretly thought that the Tritherionist teachings made more sense on certain specific topics. Maybe, at some point, this would have emerged in my character's dialogue with NPCs or with fellow PCs. So does *some* of that time at your carrel, *become* worldbuilding, as one element or another reaches the table? In that case, each page is *potential* worldbuilding, and IMO that increases its value.

<snip>

played a cleric of Cuthbert, in the late 80s, and I feel bad now, for not knowing how many angels can dance on the head of the pin. Around the same time, one of the best GMs I've ever known, had a very personal relationship with his worldbuilding. He once mentioned that he'd been pondering his setting, during a lecture, and emerged with few notes on the lecture but several pages on elvish heraldry. He didn't *expect* any human to *ever* see them. So when he started a new campaign, the following semester, I asked to play an Elvish scholar. The DM smiled, and handed me a copy of the document. It included some common symbols, illustrations of the heraldic devices of various Elven noble houses and religious orders, and explanations of how each particular combination of the symbols represented the ideals of that group. At the first session, maybe a week later, I showed the other players a sketch of my character's shield. I dunno whether any of them realized that they could have learned something from her shield if they'd only known how to read it. Another player was running an Elven warrior princess, but was not inclined to such subtleties.

I am confident that no other player at the table had *less* fun, in that campaign, as a result of that shield. From then on, its only role at the table was its numerical bonus to my character's defenses in combat.
I'll agree that each page is potential worldbuilding - in that, in advance of what actually happens, it remains an open possibility that it might get picked up in play.

With one qualification, which is also related to the question of whether that increases its value: if you like that sort of thing in play, then its value is increased by its potential to be picked up in play; whereas if you incline to my preferences, then the risk (which is what we call negative potentials) that it gets picked up perhaps reduces its value!

I should add that, back then, I was less clear as a GM on the connection between technqiues used and desirable outcomes attained (I broadly knew what sorts of outcomes I wanted, but was still a bit muddled about technique due to having read the wrong advice manuals). So the risk may have been real! But now I think I'd be able to distinguish between my own imaginings and what might unfold in the back-and-forth of actual play.

Your Elven heraldry story is fun. I've never run a game in which heraldry mattered except as the barest colour, and can't imagine that ever changing, so to me that seems about the lightest possible touch of worldbuilding. (The working out of the ideals of the noble houses, implicit in sketching the devices, is a bit less light touch.) I put it in the same category as giving names to towns, lands and peoples.

Of course not everyone may share my perception of these things as light touch! (Eg if you're playing a hexcrawl-type game, then the GH map isn't just light-touch colour; it's the laying out of the basic mechanical parameters of play. I can't think at the moment what the analogue of that for heraldry would be, but there must be one. And in my reply just upthread of this one I give an example of non-light touch theology.)

If that process was helpful to you in your real-world academic progress, and/or your development of your personal principles...

...and that process also made your D&D game less fun for any players who hold the position of "I won't play at the tables of DMs who worldbuild"...

then *that process was worthwhile*. IMNSHO your development as a gentleperson and a scholar, weighs more utiles-per-point than your entertainment value to a few other people, for a few of the hours you've spent playing D&D.
Well, it was amusing at least, and probably not a waste of time for thinking about that stuff! And I don't actually think it had any adverse effects on play - so win/win!
 

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