Parmandur
Book-Friend, he/him
Probably,kind of par too the problem qith the book.Did it do a better job of teaching world building than it did of teaching DMs to comfortably run a short adventure? ;-)
Probably,kind of par too the problem qith the book.Did it do a better job of teaching world building than it did of teaching DMs to comfortably run a short adventure? ;-)
That's planning a campaign. Not worldbuilding.As far as I can tell there is nowhere in the DMG that it tells DMs to run FR - at least in my skimming through Chapter 1. Do you have a favorite spot in the book that actually says or implies that? To me it looks like it gives lots of options and doesn't settle on any of the, with most of the time in some sections going explicitly against the FR grain.
Do you have any particular quotes to back that up?
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It starts with the core assumptions, but then...
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The next page is on pantheons and it talks about Hieroneous in the Greyhawk setting, mentions Forgotten Realms for a sentence, and has a big example from the Dawn War Pantheon. And then jumps into other religious systems for a two pages, and then does humanoids, mentioning Moradin and FR in one paragraph.
The next section is on geography and mentions Great Britain and California to start. When describing cities it gives:
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As usual for this chapter it tells folks to consider what the different pieces mean.
It then has a section on weather, government, currency, languages, and factions that seem 1e DMG reminiscent.
It then ships to magic and brings up Waterdeep and Dark Sun.
And then it shifts to Creating a Campaign, which seems to tie it all together.
In the styles of play it mentions Heroic Fantasy is the baseline and that most FR novels fit in that. It doesn't say anything else about it having to be FR though. S&S mentions Dark Sun. Epic Fantasy mentions Dragon Lance, Mythic Fantasy mentions greek myths, Dark Fantasy mentions Ravenloft, Intrigue mentions the FR novels Brimstone Angels, Mystery mentions both FR and DL examples, Shawshbuckling mentions FR's City of Ravens, War mentions DL, Wuxia doesn't bring up FR, and Crossing- the Streams mentions all kinds of things from Greyhawk before getting to Elminster.
The actual advice seems in the second half of the chapter (again, I don't think anyone is defending the 2014 DMG's organization)!
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That's planning a campaign. Not worldbuilding.
And none of the info they give to connect campaigns and adventures to the world you build.
No "this is how you connect your pantheon to your adventures".
No "Here is how you integrate a faction or government into your campaign".
Just "here is how to roll up a city"
Not how to use the city. Not important aspects you should always include in a city or town.
I was thinking moreHow many blacksmiths? What the sewer system is like? Sources of freshwater? Specifics of the defensive forces? How much of that is actually needed to jump in and run with things?
In any case, I am having trouble imagining fitting everything you want in world building (here's every important aspect of a city, and here is specific details on how each type of religious set up should mesh into play) into a reasonable sized book that also introduced how to run a game session, run an adventure, list all the magic items, and have all the other behind the scenes stuff.
I certainly agree the current book doesn't do a great job, I just think your dismissal of it is kind of hyperbolic. And, as I noted in a previous post, I would love them to have a DMG and also have a Campaign Builders Guide, to get at what you mention!
Where did you pull that one from? I never said anything like that.
Let's pretend that this hypothetical chapter in the DMG on how to build your own campaign setting uses Greyhawk as an example (remember: we're not talking about a Greyhawk sourcebook here). What it should do is take each of the PC races and show how they are integrated into the campaign--even if this only requires no more than a simple "elves typically live in the forest, so they'll go here and goliaths typically live in the mountains so they'll go there."
(I have no idea how 5.5 is doing elf subraces, if they're doing them at all. But Greyhawk had grey, grugrach, valley, snow, and aquatic elves in addition to the standard high, wood, and drow elves, which can be a problem for some if this isn't addressed.)
What this hypothetical chapter should also do is talk about how these elves and goliaths live. What sort of society do they have? What sort of government? Do they get along with outsiders? Remember, this isn't a setting book; this is a chapter designed to teach DMs to how to make their own worlds, and therefore, these things are important. Even if these things can be reduced to a sentence or two, they're important: if you say "goliath communities nearly always have a ruler with absolute authority, tend to be wary of outsiders, are prone to xenophobia, and grow their food" it paints a much different picture than if you say "goliath communities nearly always are ruled by a council of the wise, tend to be wary of outsiders but welcoming of outsiders who earn their trust, and who hunt and gather their food."
If the question is "how do they get their food" (which is a big if of a question), the answer could be "farming" or "hunting/gathering," which are one to two words, not sentences.
If you recall, I gave this as an example: "goliath communities nearly always have a ruler with absolute authority, tend to be wary of outsiders, are prone to xenophobia, and grow their food." This is one sentence that answers three or four questions. This example could, perhaps, benefit from a second sentence that says, "most of their communities can be found in [this area of the world] or [climate/terrain], but certainly doesn't have to.
It's also a convenient word. It's why the subreddit is called r/worldbuilding and not r/showofftheworldyoumadetoothers, even though that would be a far more accurate title based on what most of the posts there are like.
Because the point of the chapter is to teach people how to make a world. Therefore, neither the time nor resources have been wasted.
I'd estimate that three-quarters or more of your arguments are either strawmen, trivial objections, and stuff you make-up whole-cloth.
Please show me where I said anything like this chapter is going to be "horrible and without purpose, solely because they picked Greyhawk." Anything at all like that. Go on, show me.
If you're going to reply to me, reply to what I actually wrote. Stop making stuff up and stop lying about what I said.
One point to consider of how little we know ow about thw shape of the elephant here...the DMG won't have a single sample Asventure, but apparently multiple examples of some sort. James Wyatt chromed at the PAX East presentation that rhe DMG has a "lot of Adventures in it" so we might be looking at a rather curious organization inaction when all is said and told.
Radically unclear at this point: maybe something like the Explorer's Guide to Wildemount, with a handful of sample low Level Adventures? Maybe a sample short campaign?Ah, I hadn't heard of that. Maybe a few adventures across the multiverse for different level groups?
I was thinking more
- Tone and Genre
- Tone
- Genre
- How Greyhawk does it
- Choosing Races of your World
- Common Races
- Rare Races
- How Greyhawk does it
- Choosing Classes of your Worl
- Classes
- Subclasses
- How Greyhawk does it
- Your World and Magic
- Magic Spells
- Magic Items
- How Greyhawk does it
- Your World's Governments
- Factions
- Sample Factions
- Factions of Greyhawk
- Major NPCs
- Example NPCs
- Major Figures of Greyhawk
- Your PC and their place
I was thinking more
- Tone and Genre
- Tone
- Genre
- How Greyhawk does it
- Choosing Races of your World
- Common Races
- Rare Races
- How Greyhawk does it
- Choosing Classes of your Worl
- Classes
- Subclasses
- How Greyhawk does it
- Your World and Magic
- Magic Spells
- Magic Items
- How Greyhawk does it
- Your World's Governments
- Factions
- Sample Factions
- Factions of Greyhawk
- Major NPCs
- Example NPCs
- Major Figures of Greyhawk
- Your PC and their place
Nothing about hundreds of hoursI think there is so little hope of 2 (and likely 3) showing up as full things like that, that it isn't even worth thinking about. I would, however, like it mentioned somewhere that different worlds can very well have different spells/classes/magic items/species, etc... I would also like it mentioned that part of a GMs job is bouncing there campaign ideas off of their prospective players, and (unless one is doing it for fun, which is super!) not putting a hundred hours into it before doing so. [I would do it for fun anyway!]