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How Accommodating to Player Preferences Should the GM Be?
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<blockquote data-quote="Lanefan" data-source="post: 9388601" data-attributes="member: 29398"><p>That's story-building, not worldbuilding.</p><p></p><p>Worldbuilding, the way I see it, is the process of mapping the setting, coming up with its history and backstory, designing its pantheon-cosmology-calendar-cultures-languages-climate-weather, populating it (in vague terms at least, as in "Elves here, Dwarves here, etc.), writing up some key NPCs, and then figuring out the system and-or house rules that you're gonna use to run all this*.</p><p></p><p>Only after doing all that can one consider what adventures and-or stories might suit; and as by this point you've got something concrete to present to the players in order to assess their interest, this is where you start inviting players in.</p><p></p><p>* - one can, of course, skip many of these steps by using a canned setting and playing by RAW; but I don't do that.</p><p></p><p>The sense I got earlier was that if a player wanted to drop a spelljammer into such a world I'd be expected to do all the required redesigning; and indeed: no. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I learned the hard way a long time ago that the better I've got things nailed down before the first session the easier it is to run the game thereafter. At the very least the starting town and realm, the first adventure or two, and the overarching stuff (pantheons, calendar, etc.) has to be hard-coded before the puck drops.</p><p></p><p>I can (and do) always add things in or expand on things later as the players/PCs discover new areas.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9388601, member: 29398"] That's story-building, not worldbuilding. Worldbuilding, the way I see it, is the process of mapping the setting, coming up with its history and backstory, designing its pantheon-cosmology-calendar-cultures-languages-climate-weather, populating it (in vague terms at least, as in "Elves here, Dwarves here, etc.), writing up some key NPCs, and then figuring out the system and-or house rules that you're gonna use to run all this*. Only after doing all that can one consider what adventures and-or stories might suit; and as by this point you've got something concrete to present to the players in order to assess their interest, this is where you start inviting players in. * - one can, of course, skip many of these steps by using a canned setting and playing by RAW; but I don't do that. The sense I got earlier was that if a player wanted to drop a spelljammer into such a world I'd be expected to do all the required redesigning; and indeed: no. :) I learned the hard way a long time ago that the better I've got things nailed down before the first session the easier it is to run the game thereafter. At the very least the starting town and realm, the first adventure or two, and the overarching stuff (pantheons, calendar, etc.) has to be hard-coded before the puck drops. I can (and do) always add things in or expand on things later as the players/PCs discover new areas. [/QUOTE]
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