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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7187670" data-attributes="member: 996"><p>That far, sure. World-building in D&D is a creative exercise many DMs engage in, and D&D has traditionally had some - often voluminous advice for them. </p><p></p><p>I don't think it's much risen to the level of 'system,' though. Maybe that's what's throwing me.</p><p></p><p> "Better integrate fluff & crunch" is something 5e set out to do: to return to a more natural-language presentation with a blurrier line between the two.</p><p></p><p> Meh. We've seen very little 'support' for multiple worlds, let alone any sort of system for creating novel ones. But, like I said, maybe it's just the implications of 'system' that are throwing me...</p><p></p><p></p><p>A big chunk of D&D's actual systems has generally been character-defining systems, especially magic with long lists of spells & long lists of magic items. Equally voluminous, the long lists of monsters for characters to fight, of course. Actual systems to build worlds, though, not so much. </p><p></p><p>Lots of folks have extrapolated the systems we do have to world-building: y'know, wizards can cast Continual Light, so big cities have street lights, that kinda thing. 3.x, with NPC classes, professional skills and the like probably when the furthest, that way, there was this impression everyone had stats & levels and ranks &c - that could almost be taken as world-building, even if it would have been prohibitive to actually build a whole world one NPC at a time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7187670, member: 996"] That far, sure. World-building in D&D is a creative exercise many DMs engage in, and D&D has traditionally had some - often voluminous advice for them. I don't think it's much risen to the level of 'system,' though. Maybe that's what's throwing me. "Better integrate fluff & crunch" is something 5e set out to do: to return to a more natural-language presentation with a blurrier line between the two. Meh. We've seen very little 'support' for multiple worlds, let alone any sort of system for creating novel ones. But, like I said, maybe it's just the implications of 'system' that are throwing me... A big chunk of D&D's actual systems has generally been character-defining systems, especially magic with long lists of spells & long lists of magic items. Equally voluminous, the long lists of monsters for characters to fight, of course. Actual systems to build worlds, though, not so much. Lots of folks have extrapolated the systems we do have to world-building: y'know, wizards can cast Continual Light, so big cities have street lights, that kinda thing. 3.x, with NPC classes, professional skills and the like probably when the furthest, that way, there was this impression everyone had stats & levels and ranks &c - that could almost be taken as world-building, even if it would have been prohibitive to actually build a whole world one NPC at a time. ;) [/QUOTE]
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