Mark CMG
Creative Mountain Games
buzz said:At this point, D&D is very much it's own genre of fantasy, (. . .)
This is calling for its own thread, I believe.
buzz said:At this point, D&D is very much it's own genre of fantasy, (. . .)
That doesn't explain the Wilderlands, which are much more exploration-oriented than the macro-level stuff that usually passes for setting design. Wilderlands has much more in common with an adventure (it's a big wilderness dungeon) than said macro design.It seems to boil down to whether conflict or exploration is higher on the priority list while designing.
But you won't have a "uniquely flavoured" +1 sword until you design it on a micro level. So why not cut out the middle man and just make the sword, making it unique in the process? You don't need macro design to do that.To boil it down to as simple a D&Dism as I can, macro-level setting design lets me make every +1 sword unique.
This beats spending a great deal of your effort on macro level stuff which the players never interact with, because there isn't enough time and attention left to give the low level stuff the necessary TLC to run a good game.Designing from the 'bottom up', without regard for a macro-level framework, looks to me like an embrace of the utterly generic.
Interesting. It suggests that there's no point in preparing encounter-level stuff for such a group, unless it's very generic (and so can be moved all around the world as necessary, based on the whim of where the PCs decide to go today). Almost pure improvisation seems to be demanded.Yes, they did/do, hence the need for setting.
rounser said:But you won't have a "uniquely flavoured" +1 sword until you design it on a micro level. So why not cut out the middle man and just make the sword, making it unique in the process? You don't need macro design to do that.
This beats spending a great deal of your effort on macro level stuff which the players never interact with, because there isn't enough time and attention left to give the low level stuff the necessary TLC to run a good game.
Not really, that's a bit reductio ad absurdum. It's more a matter of priorities - where is the most time best spent (low level stuff IMO), and what should take precedence over what (micro over macro IMO - write the micro first and make the macro fit it's needs). You on the other hand use the macro as a foundation for the micro, whereas I'm not certain that the macro isn't sometimes quite redundant (cf. the Wolfgang Baur observation).Look, i get it that you'd rather just get on with the adventure when you play and you don't care one whit about the name of the country the dungeon is located in.
Reynard said:But because I have a context, I can create a unique +1 sword that also fits -- and I can do it more easily and more quickly.
You're missing the point entirely. The players interact with the macro level stuff every moment of the game because it is part of the setting. Everywhere they go, every adventure, every NPC, every situation is in some way informed by the macro-level setting design.
Look, i get it that you'd rather just get on with the adventure when you play and you don't care one whit about the name of the country the dungeon is located in. I can respect that -- you know what you like and what makes for good fun. but you are being entirely to adamanat about this "setting design is a waste of effort" point of view.
It is not a waste of effort. I know because every time I put effort into setting design, it improves my adventure design and improves my game. When I don't -- as the example I gave above -- it makes my adventures and campaign weaker, because all I have to fall back on is the old tropes and tired cliches of D&D's implied setting. if all you want out of a game is a few hours of distraction, that's great. But I want more than that, so it is insufficient.
rycanada said:Reynard, the reason we keep at this is because you're adamant in asserting that those who don't do setting design are missing something in their campaigns. That assertion is drawing out these arguments because the GMs that don't do setting design are looking down at their notes and saying "Well, hey, I'm not missing anything from my game."
rycanada said:Reynard, the reason we keep at this is because you're adamant in asserting that those who don't do setting design are missing something in their campaigns. That assertion is drawing out these arguments because the GMs that don't do setting design are looking down at their notes and saying "Well, hey, I'm not missing anything from my game."
rycanada said:That's hard to tell; I mean, look at his last paragraph in the most recent post - it starts off the way you describe, but then ends changing all the "improves my game" to "if all you want" - and that latter one is loaded with assumptions about D&D in general.