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The Art and Science of Worldbuilding For Gameplay [+]
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<blockquote data-quote="Reynard" data-source="post: 9144220" data-attributes="member: 467"><p>I realize I did not actually answer your question per se:</p><p></p><p>Let's call it a "robust" setting, one that doesn't break after a few sessions. A robust setting allows for different stories of different types. It can still be (and should be) reactive to the PCs', but on a scale that is commensurate with the PCs as actors on a very large stage. I like my campaigns to generally be grounded. That is, to feel like real people doing things, even if they are important people, or ones with magical powers, or whatever. I wouldn't build in a self-destruct switch for the world because it is counterproductive to long term play that can evolve the world slowly.</p><p></p><p>All that said, I realize that "setting" doesn't always mean "world" especially when talking about a specific adventure or campaign. I think it is fine, even cool, to have the central setting of an adventure or campaign be "breakable" in the context of that campaign. One thing I think I may not be making clear in this thread and elsewhere is that there is a diffrence between a world and campaign. Campaigns happen in worlds, and I like it when many campaigns happen in the same world. One of those campaigns may blow up a city, but none of them should blow up the world, if that makes sense.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9144220, member: 467"] I realize I did not actually answer your question per se: Let's call it a "robust" setting, one that doesn't break after a few sessions. A robust setting allows for different stories of different types. It can still be (and should be) reactive to the PCs', but on a scale that is commensurate with the PCs as actors on a very large stage. I like my campaigns to generally be grounded. That is, to feel like real people doing things, even if they are important people, or ones with magical powers, or whatever. I wouldn't build in a self-destruct switch for the world because it is counterproductive to long term play that can evolve the world slowly. All that said, I realize that "setting" doesn't always mean "world" especially when talking about a specific adventure or campaign. I think it is fine, even cool, to have the central setting of an adventure or campaign be "breakable" in the context of that campaign. One thing I think I may not be making clear in this thread and elsewhere is that there is a diffrence between a world and campaign. Campaigns happen in worlds, and I like it when many campaigns happen in the same world. One of those campaigns may blow up a city, but none of them should blow up the world, if that makes sense. [/QUOTE]
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