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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="clearstream" data-source="post: 7187386" data-attributes="member: 71699"><p>I realise I may have missed a post in which you define Adventure Building in an unexpected way, but the D&D 5th edition DMG is replete with rules and guidelines about World Building. Creating a world of your own. Creating a multiverse for that world. Creating adventures in that world including random encounter tables for it. Creating dungeons, wildernesses and settlements in your world. Downtime activities in your world including businesses. And then a set of items and artifacts that motivate and empower activity in your world. One may prefer other rule systems. Other rule systems may have solved some problems in ways that play better than D&D. But it is nonsense to say that D&D doesn't strongly support world building. The game has always put world building front and centre, right after characters, skills, spells and combat.</p><p></p><p>Eberron, Toril, Athas... multiple worlds expressly designed to work with D&D mechanics. Numerous creative elements throughout those worlds arise from the game mechanics. And of course, the mechanics themselves are shaped to sustain heroic fantasy worlds. I keep coming back to the obvious fact that we're all playing a game with hundreds of pages of rules. A world for D&D that <em>doesn't</em> respect the mechanics - and refuses to be inspired by them - neglects a wonderful opportunity.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7187386, member: 71699"] I realise I may have missed a post in which you define Adventure Building in an unexpected way, but the D&D 5th edition DMG is replete with rules and guidelines about World Building. Creating a world of your own. Creating a multiverse for that world. Creating adventures in that world including random encounter tables for it. Creating dungeons, wildernesses and settlements in your world. Downtime activities in your world including businesses. And then a set of items and artifacts that motivate and empower activity in your world. One may prefer other rule systems. Other rule systems may have solved some problems in ways that play better than D&D. But it is nonsense to say that D&D doesn't strongly support world building. The game has always put world building front and centre, right after characters, skills, spells and combat. Eberron, Toril, Athas... multiple worlds expressly designed to work with D&D mechanics. Numerous creative elements throughout those worlds arise from the game mechanics. And of course, the mechanics themselves are shaped to sustain heroic fantasy worlds. I keep coming back to the obvious fact that we're all playing a game with hundreds of pages of rules. A world for D&D that [I]doesn't[/I] respect the mechanics - and refuses to be inspired by them - neglects a wonderful opportunity. [/QUOTE]
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