That worldbuilding is a burden on gameplay. That holds things back.Not quite sure what you mean by albatross to be honest.
That worldbuilding is a burden on gameplay. That holds things back.Not quite sure what you mean by albatross to be honest.
I just don't think one in a million is reasonable in a fantasy world. Where did the PCs learn from? Does magic follow the Rule of Two? What about all these magical traditions?Not quite sure what you mean by albatross to be honest.
My point was that it would be reasonable to say that casters are a one in a million thing. But that gets really weird when the pcs stumble across casters in like every adventure.
To be honest, I like worldbuilding more than gameplay. Its the best part of DMing to me.That worldbuilding is a burden on gameplay. That holds things back.
I think there are different philosophies when it comes to world building for RPGs. Some people favor building a realistic world that is logically consistent taking into account how institutions like government, religion, the economy, families, and religion would look in a world with dragons, powerful wizards, or contact with alien civilizaitons is a reality. Blue Planet is a science ficiton RPG set on a planet where 98% of the surface is covered in water and it's one of the best examples of world building in an RPG I can think of. It feels like a real living breathing world. Then there are settings that don't take a holistic approach, but instead the world revolves around what makes it interesting for adventuring. I think most D&D settings fall into this category. A lot of times I don't think the government, economy, or even religion makes a lot of sense if I look at it too far.I see setting as a subset of worldbuilding. For me, setting without a larger context is just bad worldbuilding.
By the late 1980s, I decided if I were to become a super villain, I would steer clear of New York and go to Denver, Las Vegas, or Dallas because I wouldn't have to worry about the Avengers, Fantastic Four, the X-Men, Spider-Man, Power Man & Iron Fist, or Daredevil wrecking my plans.Well to put it another way, how many superheroes are there in Smallville? Or from Gotham. New York is a bit different because unlike earlier superhero settings, Marvel decided that everyone starts in New York.
I believe good worldbuilding can lead to a richer experience. Although I hate the rules, there's a lot of great worldbuilding in Shadowrun that makes me actually want to play in the setting. Even though the game is narrowly focused on the antics of the runners, it feels like a real place were corporations have commodified everything including magic!That worldbuilding is a burden on gameplay. That holds things back.
By the late 1980s, I decided if I were to become a super villain, I would steer clear of New York and go to Denver, Las Vegas, or Dallas because I wouldn't have to worry about the Avengers, Fantastic Four, the X-Men, Spider-Man, Power Man & Iron Fist, or Daredevil wrecking my plans.
Well, worldbuilding is how you develop your setting. However, it begs the question how big is the world? From what I understand, the setting for Blades in the Dark is hard-limited to a single city, admittedly large. The worldbuilding is mostly done for you. There's a tremendous amount of information for Glorantha, Greyhawk, &c. not to mention the real world.As you probably know from my past posts, I think that the worldbuilding thing is a bit of an albatross around the neck of FRPGing. It creates these concerns both around GM fidelity to setting ("Am I using too many wizards?") and player fidelity to setting ("No, you can't play a XYZ because there are no XYZs in my world").
That's not to dismiss the importance of setting to RPGing, but you can have setting without world building and then most of these issues go away.
You've used the second person here when it seems more like you intended the first person - as in, world building is how Baron Opal II develops their setting.Well, worldbuilding is how you develop your setting.
Thinking of campaigns that are "active" in the sense that we might easily play a session or two if someone suggested it:From what I have seen from your threads, your settings are preferentially limited. The horizon is far away, hard to reach, or both.
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Now, one datum that doesn't fit with my assessment of how you like to engage with our hobby is that you are quite fond of Traveller. Which is a rather large setting and the characters have a lot of freedom in where they can go. So there is that.
Okay. If you don't mind going into it, how do you develop your settings?You've used the second person here when it seems more like you intended the first person - as in, world building is how Baron Opal II develops their setting.
It's not how pemerton develops his setting.
I'm honestly surprised, except for Traveller. I think I don't understand what you mean by "worldbuilding" and why you feel it is an impediment. If you're interested I'd like to hear your thoughts about it.Thinking of campaigns that are "active" in the sense that we might easily play a session or two if someone suggested it:
[Examples]
So I don't think my view about worldbuilding is particularly connected to the geographic scope of RPG play.