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Trouble With Worldbuilding and Adventure Writing
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<blockquote data-quote="Allistar1801" data-source="post: 7908488" data-attributes="member: 6977279"><p>I definitely have a problem when it comes to making concepts and actually making a game for the players, but I have no idea what to really do about that. I have tried both styles when it comes to scale and how much worldbuilding goes into a campaign, but it never seems to change anything. When I try to keep it small and build out as the player's interest in something increases, it ends up being a very bog standard adventure with no motivation or anything besides a group going on a weekly adventure with no lasting consequences. When I try to build around a concept, I find it next to impossible to come up with any kind of adventure for the PCs to go on. I hate that my brain does this, but I can't seem to figure a way around it. I have a concept that I very much want to make work, but I can't find a starting point or decide if I should even DM given my past experiences.</p><p></p><p>My most recent example. I had the idea of a setting that leans a bit more into the implications of magic and how it would affect civilization. To keep it brief, magic has become the new symbol of status and power, so sorcerers with their magic, "royal blood" start replacing the nobility, wizardry is regulated by the state and more heavily used as a military force because it can easily wipe out entire units given a well timed fireball, meanwhile the clergy are dealing with a succession crisis because resurrection magic kinda throws a wrench into the system that relies on people replacing other people after their death. I like this concept, and it could serve as a nice backdrop, but I have no idea how to capitalize on it and start an adventure with any of this.</p><p></p><p>The only thing I've come up with is a bare bones outline where the players are enrolled into one of these lord's academies (through various methods such as kidnapping, conscription, or family favors with these sorcerers and the like), meet each other through the classes, get some background set up, and flash forward to them having to take a practical test (I.E go on their first adventure) before they can officially go out as agents in service to their lord. This takes them to a town where yada yada yada happens and the players can do their thing and let it grow naturally with a few plot hooks. Maybe I'm just being too self deprecating, but I feel like this isn't any good and that I should just restart. </p><p></p><p>So, what do you think I should do, in terms of writing world building and even running this game? I don't want to let my group down, but I just don't know if I should be doing this given that I have this much trouble with writing.</p></blockquote><p></p>
[QUOTE="Allistar1801, post: 7908488, member: 6977279"] I definitely have a problem when it comes to making concepts and actually making a game for the players, but I have no idea what to really do about that. I have tried both styles when it comes to scale and how much worldbuilding goes into a campaign, but it never seems to change anything. When I try to keep it small and build out as the player's interest in something increases, it ends up being a very bog standard adventure with no motivation or anything besides a group going on a weekly adventure with no lasting consequences. When I try to build around a concept, I find it next to impossible to come up with any kind of adventure for the PCs to go on. I hate that my brain does this, but I can't seem to figure a way around it. I have a concept that I very much want to make work, but I can't find a starting point or decide if I should even DM given my past experiences. My most recent example. I had the idea of a setting that leans a bit more into the implications of magic and how it would affect civilization. To keep it brief, magic has become the new symbol of status and power, so sorcerers with their magic, "royal blood" start replacing the nobility, wizardry is regulated by the state and more heavily used as a military force because it can easily wipe out entire units given a well timed fireball, meanwhile the clergy are dealing with a succession crisis because resurrection magic kinda throws a wrench into the system that relies on people replacing other people after their death. I like this concept, and it could serve as a nice backdrop, but I have no idea how to capitalize on it and start an adventure with any of this. The only thing I've come up with is a bare bones outline where the players are enrolled into one of these lord's academies (through various methods such as kidnapping, conscription, or family favors with these sorcerers and the like), meet each other through the classes, get some background set up, and flash forward to them having to take a practical test (I.E go on their first adventure) before they can officially go out as agents in service to their lord. This takes them to a town where yada yada yada happens and the players can do their thing and let it grow naturally with a few plot hooks. Maybe I'm just being too self deprecating, but I feel like this isn't any good and that I should just restart. So, what do you think I should do, in terms of writing world building and even running this game? I don't want to let my group down, but I just don't know if I should be doing this given that I have this much trouble with writing. [/QUOTE]
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