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What can MMORPGs teach us about world building?
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<blockquote data-quote="Rel" data-source="post: 4880742" data-attributes="member: 99"><p>One thing that got my attention playing WoW is how the quests are structured if you look at them from a more macro level. So you get a quest to take the McGuffin from Town A to Town B. When you get to Town B you discover that the person you brought the McGuffin to would like you to enter Dungeon X and gather some other type of item. And you probably think, "Hmm...Ok, maybe I'll look into that." But then as you stroll around Town B a bit more you discover three other people that have reasons for you to delve into Dungeon X. So suddenly that is looking like a more and more attractive adventuring locale.</p><p></p><p>To some extent I've tried to adopt this concept in my current campaign. Most of the places the PC's have adventured have been because they have two or three pretty good reasons to do so. Some of these are external (they are doing it at the request of somebody else) and some are internal (they are part of a character's personal motivations). I think that I've done this for a long time to some extent but I've really been looking hard to weave this net of interests tighter in the current campaign. It seems to increase the player "buy in" about a particular adventure and makes it easier to plan the sessions.</p><p></p><p>The bit above that Halivar mentioned about the diversity of the regions has been another one that I've gotten to play with a lot in my current game. Because of the way that my game world is structured, I've got a good excuse to have geographically diverse areas within a relatively short distance of each other. So the PC's have to rolling pasturelands, a dense urban environment, dry badlands/canyons, snow covered mountaintop, baren stonescape, verdant forest and then swamplands and they've only ever travelled a couple hundred miles or so from where they started. I find it fun to be able to run combats in environments that are so different and it also helps fix a particular place in the minds of the players too.</p></blockquote><p></p>
[QUOTE="Rel, post: 4880742, member: 99"] One thing that got my attention playing WoW is how the quests are structured if you look at them from a more macro level. So you get a quest to take the McGuffin from Town A to Town B. When you get to Town B you discover that the person you brought the McGuffin to would like you to enter Dungeon X and gather some other type of item. And you probably think, "Hmm...Ok, maybe I'll look into that." But then as you stroll around Town B a bit more you discover three other people that have reasons for you to delve into Dungeon X. So suddenly that is looking like a more and more attractive adventuring locale. To some extent I've tried to adopt this concept in my current campaign. Most of the places the PC's have adventured have been because they have two or three pretty good reasons to do so. Some of these are external (they are doing it at the request of somebody else) and some are internal (they are part of a character's personal motivations). I think that I've done this for a long time to some extent but I've really been looking hard to weave this net of interests tighter in the current campaign. It seems to increase the player "buy in" about a particular adventure and makes it easier to plan the sessions. The bit above that Halivar mentioned about the diversity of the regions has been another one that I've gotten to play with a lot in my current game. Because of the way that my game world is structured, I've got a good excuse to have geographically diverse areas within a relatively short distance of each other. So the PC's have to rolling pasturelands, a dense urban environment, dry badlands/canyons, snow covered mountaintop, baren stonescape, verdant forest and then swamplands and they've only ever travelled a couple hundred miles or so from where they started. I find it fun to be able to run combats in environments that are so different and it also helps fix a particular place in the minds of the players too. [/QUOTE]
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