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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7186144" data-attributes="member: 6846794"><p>Its a question of granularity.</p><p></p><p>A D&D world can be designed to be as entertaining, functional and as grounded in reality as Disney World, all while following the Chapter 1 of the DMG.</p><p></p><p>And that's aok. At least where I game, there are far more tables whose world building consists of a series of encounters, framed within some loose context, than there are whose world building consists of fretting about the 'realistic' impact of their encounters and how they might better represent elements of the campaign world, both in the present and as it evolves.</p><p></p><p>Yes, it's all there in the DMG. But the points, while raised, are rarely explored as deeply as some folks would wish them to be. Be it because of word count, or a matter of target audience or something else, the fact is that the DMG introduces a fairly light approach to world building, and one that focuses on fun first. And that's simply not enough for some folks. </p><p></p><p>With this said, I would appreciate a DMG 2 that took a deeper look at world building, from geology to economics to politics and so on. It's been done before, the old Dragon magazines would occasionally give it a go, and I'd welcome its return. And to be clear, I'd like more than just 'points for discussion' being raised - I'd like to read how the Wizard's team take a crack at simulating trade routes, political landscapes, settlement management and the like, and I'd like the opportunity to engage with a 'living' adventure module, one that seems as if was written as an entertaining, functioning, system, rather than a series of encounters framed within an engaging narrative context that lightly nods at the wider system within which play takes place.</p><p></p><p>So aye, world building! DMG - granularity of design. Different folks & strokes. All good!</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7186144, member: 6846794"] Its a question of granularity. A D&D world can be designed to be as entertaining, functional and as grounded in reality as Disney World, all while following the Chapter 1 of the DMG. And that's aok. At least where I game, there are far more tables whose world building consists of a series of encounters, framed within some loose context, than there are whose world building consists of fretting about the 'realistic' impact of their encounters and how they might better represent elements of the campaign world, both in the present and as it evolves. Yes, it's all there in the DMG. But the points, while raised, are rarely explored as deeply as some folks would wish them to be. Be it because of word count, or a matter of target audience or something else, the fact is that the DMG introduces a fairly light approach to world building, and one that focuses on fun first. And that's simply not enough for some folks. With this said, I would appreciate a DMG 2 that took a deeper look at world building, from geology to economics to politics and so on. It's been done before, the old Dragon magazines would occasionally give it a go, and I'd welcome its return. And to be clear, I'd like more than just 'points for discussion' being raised - I'd like to read how the Wizard's team take a crack at simulating trade routes, political landscapes, settlement management and the like, and I'd like the opportunity to engage with a 'living' adventure module, one that seems as if was written as an entertaining, functioning, system, rather than a series of encounters framed within an engaging narrative context that lightly nods at the wider system within which play takes place. So aye, world building! DMG - granularity of design. Different folks & strokes. All good! [/QUOTE]
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