GnomeWorks
Adventurer
Is this a railroad:
Yep.
Is this a railroad:
No.tangent
Is this a railroad:
tangent
Is this a railroad:
"You are starting in Chicago. You WILL go to New Orleans, and you WILL pass through St. Louis on the way. You can take the train, or drive, or fly, or walk for all I care; and you don't even have to go in a straight line, but those cities are where you're going."
/tangent
Lan-"I'm the train they call the City of New Orleans"-efan
"You are starting in Chicago. You WILL go to New Orleans, and you WILL pass through St. Louis on the way. You can take the train, or drive, or fly, or walk for all I care; and you don't even have to go in a straight line, but those cities are where you're going."
You know I'm curious concerning Hussar and Majoru and a few others, when do you start designing a campaign. I see you all talk about the time limit and work and how no one could possibly detail all the stuff world builders claim, but I design my campaign world before actual play starts.
As an exmple right now my group is running a multi-DM Castles and Crusades campaign (typical high fantasy)... but I know afterwards I'm going to run a 4e game (trying for the 3rd time to sell my players on it, but if not Pathfinder will be out by then and I'll use that) and thus have begun (using Obsidian Portal) to create a campaign wiki that details my world. I have months (until around September) to finish this before we would start playing so I don't run into the limited time only problem you all seem to have.
Will everything about the City of Gulmenghast be detailed before play? No. Will more than enough be detailed that the PC's will be able to run in almost any direction they want to, and I'll be bale to handle it with ease... I believe so since this is how I tend to world build, but we'll see.
Heck, is Imaro's floating city a railroad? You cannot leave the city. You are forcing the players to stay in the city, isn't that railroading?
Imaro's campaign sounds cool.
You don't see a problem with the fact that you are going to spend six months detailing your campaign setting before you feel comfortable beginning?
Would you say that this is good advice to players? That they should spend six months detailing a campaign world before they sit down to create the adventures in that campaign world?
Should we advise DM's that spending 6-12 months before you run a game is a good idea?
I personally don't think so.
On the badwrongfun thing for random encounters. Sigh. I really wish people would take the time to actually read what I write and not just knee jerk react. Look, I know that random encounters can be fine. I even said that I use them, AND in the apparently offending post, I specifically say that they can be fine. Go back and read the post if you don't believe me.
What I DID say was that meaningless, disconnected combat encounters were a bad thing that turns D&D into Diablo.
Now, sure, you could somehow mold your campaign around the random event that has no link to the players, but, then, the event is no longer meaningless, so, it's not a bad thing anymore.
Me, I'd rather have random encounter tables that make some sense given the context of the game. "You're walking down the forest path and out jump... (roll roll roll) ... 15 Nazi Zombie Bugbears! Roll for initiative" might be fun, but, hey, I gotta say that it's not a game I'd want to play in.
OMG, Hussar said mindless, meaningless combat with no relation to the plot or the characters is bad! How dare he make any sort of judgement on another game. Come on. Are you really going to sit there and tell me that mindless, meaningless combat is GOOD gaming?
((Note, to all of you who want to take my example and change it to mean more than it is, try not to. Read what I just wrote, and please stop trying to take it to mean something larger than it is.))
Imaro said:First I wouldn't advise them to create "the" adventure in their campaign world at all (my campaign world I'm building doesn't have 1 adventure). You see my advice to them would be that their methodology should be dependent upon what they are trying to achieve and what works best for them in achieving that method. Instead of stressing one or the other I would instead give them an unbiased account of what I feel the pros and cons of the two approaches are and let them decide for themselves which they want to use. IMO, adventures or situations (setting-based, time-based, etc.) are actually part of worldbuilding...
Who said it had to be 6 months to a year? Really your using hyperbole again and it's getting tired. This is why it's hard to discuss anything in a meaningful way with you. I gave an example of how, I have found the time to create a particular setting I want to flesh out exstensively... is this a hard limit no, is 6 months to a year even necessary to have a nicely fleshed out world? No. So really what are you arguing... is it the time spent to worldbuilding or is it the act of worldbuilding you find distasteful?
Is this a railroad:
"You are starting in Chicago. You WILL go to New Orleans, and you WILL pass through St. Louis on the way. You can take the train, or drive, or fly, or walk for all I care; and you don't even have to go in a straight line, but those cities are where you're going."
You missed an "s" in my post. Not "The Adventure" but the adventures in a campaign. Which you put into the column of worldbuilding. I do not. This is why we're having such a difficult time discussing, because we cannot agree on basic terminology.
I most certainly would not put adventure building into the realm of world building. They are separate in my mind. Heck, they're separate in the DMG as well. Adventure building and world building are in separate chapters for a reason.
YOU said six months to build your world. I tacked on extra months because you still need to create adventures AFTER you create the world. How is it hyperbole to use your own words?
Again, I don't find world building distasteful. I've stated that numerous times. I DO see it as a huge time sink that could be better spent. So, yes, I guess it's the time issue. World building has been so ingrained into the gaming culture that you, yourself cannot even separate out from designing a campaign. You lump it all together as one activity.
Again, I do not. I think that you can build deep, meaningful campaigns with lots of options and multiple plotlines, that is linked directly to the PC's, and includes elements that are beyond the PC's that they can choose to get involved in, all without spending several months detailing a world.
Yes, you are going to have to do SOME what you call world building. I totally agree with that. I would call that setting building honestly. I would not call that world building because the goal of world building is to create a WORLD, not a campaign.
But, we're just chasing our tails here. We refuse to accept each other's definitions, and we likely never will. I think that the "fetishization" of world building is a bad thing. I think that it has become far too important for what it is - which is to me a solitary endevour for the enjoyment of the creator. It's creating ships in a bottle or model trains. Not that model trains or ships in a bottle are a bad thing. But, they are bad if you want to play a naval combat game using those ships as a model (the bottles keep rolling off the table).
That's why I don't like world building. Because I see it as an activity divorced from the campaign. You do not. You include all setting construction under the umbrella of world building. Obviously, I disagree.