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The Art and Science of Worldbuilding For Gameplay [+]
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<blockquote data-quote="Aldarc" data-source="post: 9142899" data-attributes="member: 5142"><p>I don't think that a great depth of lore is necessary for world-building. I understand that some people like it. It inspires them and provides them structure. However, I also think that an overabundance of lore can also feel stiffling and it does not always translate to "playability."</p><p></p><p>A rich depth of lore doesn't mean that the setting is all that playable. I was inspired when I first read Tekumel. I was impressed by the tremendous depth of lore and languages that went into the setting. You can look up glossaries and grammar books for the setting's conlangs. A sociologist could spend their time dissecting the social structures and cultures of the game. However, I also had no earthly idea what players would actually do in this setting. I still don't. My initial inspiration did not translate to being inspired to play or run the game. I also don't exactly think it's a coincidence that Tekumel has failed to gain much traction, even before the M.A.R. Barker scandal. And look at HarnWorld, another hyper-detailed lore-rich setting: it remains an incredibly niche setting despite being a medieval fantasy game. </p><p></p><p>In contrast, Stonetop instantly clicked with me as a setting when I first encountered it as a series of "look at what I've done" posts on a Google+ Dungeon World community. There was barely any lore. There was a picture of the village and its surrounding environs, a playbook for the village, plus the game pitch: "the players play adventuring inhabitants of a remote Iron Age village and dealing with problems of the village." Without all that much lore revealed at that point, I knew what the adventurers would do. I grasped the playability of the setting nearly in an instant. All the world-building lore revealed since then, especially in the preview documents for the book, have been helpful but the world-building has really only reinforced what was already revealed.</p><p></p><p>This is generally why I don't equate more lore with greater playability. There are so many playable worlds out there that are light on world-building lore and so many unplayable worlds (IMO) that are heavy on world-building lore.</p><p></p><p>When talking about the playability of a setting, themes are easier for me to engage with as a GM and player than the sort of world-building that emphasizes lore. The Nentir Vale and World Axis setting is another setting, IMHO, that is built on themes over lore. I have an idea of what players can do less because the oodles and oodles of lore but, rather, because the themes that are supported by what lore there is.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9142899, member: 5142"] I don't think that a great depth of lore is necessary for world-building. I understand that some people like it. It inspires them and provides them structure. However, I also think that an overabundance of lore can also feel stiffling and it does not always translate to "playability." A rich depth of lore doesn't mean that the setting is all that playable. I was inspired when I first read Tekumel. I was impressed by the tremendous depth of lore and languages that went into the setting. You can look up glossaries and grammar books for the setting's conlangs. A sociologist could spend their time dissecting the social structures and cultures of the game. However, I also had no earthly idea what players would actually do in this setting. I still don't. My initial inspiration did not translate to being inspired to play or run the game. I also don't exactly think it's a coincidence that Tekumel has failed to gain much traction, even before the M.A.R. Barker scandal. And look at HarnWorld, another hyper-detailed lore-rich setting: it remains an incredibly niche setting despite being a medieval fantasy game. In contrast, Stonetop instantly clicked with me as a setting when I first encountered it as a series of "look at what I've done" posts on a Google+ Dungeon World community. There was barely any lore. There was a picture of the village and its surrounding environs, a playbook for the village, plus the game pitch: "the players play adventuring inhabitants of a remote Iron Age village and dealing with problems of the village." Without all that much lore revealed at that point, I knew what the adventurers would do. I grasped the playability of the setting nearly in an instant. All the world-building lore revealed since then, especially in the preview documents for the book, have been helpful but the world-building has really only reinforced what was already revealed. This is generally why I don't equate more lore with greater playability. There are so many playable worlds out there that are light on world-building lore and so many unplayable worlds (IMO) that are heavy on world-building lore. When talking about the playability of a setting, themes are easier for me to engage with as a GM and player than the sort of world-building that emphasizes lore. The Nentir Vale and World Axis setting is another setting, IMHO, that is built on themes over lore. I have an idea of what players can do less because the oodles and oodles of lore but, rather, because the themes that are supported by what lore there is. [/QUOTE]
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