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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ovinomancer" data-source="post: 7187203" data-attributes="member: 16814"><p>Well, given that you XP's [MENTION=6785785]hawkeyefan[/MENTION]'s defense of your position, I'm going with your position being that for a game to support worldbuilding it should have defined systems for worldbuilding that integrate at least somewhat into the mechanical systems. But this just describes a mechanical aid to worldbuilding, and doesn't actually define worldbuilding. As [MENTION=6785785]hawkeyefan[/MENTION] notes:</p><p></p><p></p><p>But this is trivially solved by worldbuilidng a number of ways. Just to toss out a few: dragons are rare, ancients are seen maybe once a generation, meaning many towns don't build to defend against them as they're rapidly addressed by adventurers and/or the King's armies when they do show up; dragons hibernate for long periods of time, meaning when a big one awakens, it's usually a few hundred years since their last rampage and most people think it's just old stories or hope it won't happen in their lifetime; dragons are common, but they're in charge, so of course no one builds defenses against them; dragons are common, but the ancient kingdoms (now crumbled) created the Drakenstones (but the process has been lost to time), powerful items that ward away dragons, and so towns and villages form near Drakenstones, and creating new towns involve moving an existing Drakenstone to build around. There, none of that violates any of the mechanical systems in the game and most don't even change the established fluff in the MM dragons.</p><p></p><p>Worldbuilding doesn't require a mechanical system that spits out possibilities. Even those systems you name don't require you to use the system building/world building toolsets -- you can just do it yourself and have a fine time. Do those systems help? Yes, they do, they help provide a coherent world that works with the ruleset, but that's not necessary to have a game that both works and allows worldbuilding. Like D&D. Even if you just choose to build a set of adventures with almost nothing done to create a world around them, you've done worldbuilidng -- you've intentionally designed a world that doesn't interact with your players; you've made those worldbuilding choices and elected to neglect things so that they work with your planned playstyle.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7187203, member: 16814"] Well, given that you XP's [MENTION=6785785]hawkeyefan[/MENTION]'s defense of your position, I'm going with your position being that for a game to support worldbuilding it should have defined systems for worldbuilding that integrate at least somewhat into the mechanical systems. But this just describes a mechanical aid to worldbuilding, and doesn't actually define worldbuilding. As [MENTION=6785785]hawkeyefan[/MENTION] notes: But this is trivially solved by worldbuilidng a number of ways. Just to toss out a few: dragons are rare, ancients are seen maybe once a generation, meaning many towns don't build to defend against them as they're rapidly addressed by adventurers and/or the King's armies when they do show up; dragons hibernate for long periods of time, meaning when a big one awakens, it's usually a few hundred years since their last rampage and most people think it's just old stories or hope it won't happen in their lifetime; dragons are common, but they're in charge, so of course no one builds defenses against them; dragons are common, but the ancient kingdoms (now crumbled) created the Drakenstones (but the process has been lost to time), powerful items that ward away dragons, and so towns and villages form near Drakenstones, and creating new towns involve moving an existing Drakenstone to build around. There, none of that violates any of the mechanical systems in the game and most don't even change the established fluff in the MM dragons. Worldbuilding doesn't require a mechanical system that spits out possibilities. Even those systems you name don't require you to use the system building/world building toolsets -- you can just do it yourself and have a fine time. Do those systems help? Yes, they do, they help provide a coherent world that works with the ruleset, but that's not necessary to have a game that both works and allows worldbuilding. Like D&D. Even if you just choose to build a set of adventures with almost nothing done to create a world around them, you've done worldbuilidng -- you've intentionally designed a world that doesn't interact with your players; you've made those worldbuilding choices and elected to neglect things so that they work with your planned playstyle. [/QUOTE]
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