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What is *worldbuilding* for?
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<blockquote data-quote="Ovinomancer" data-source="post: 7322552" data-attributes="member: 16814"><p>This is a return to previous attempts by [MENTION=42582]pemerton[/MENTION] to delve the difference between DM driven vs player driven gameplay. Essentially, he's driving at the difference between a DM authored adventure where the game elements are prewritten by the DM and the players explore what the DM has created vs nothing except a thematic setting is presented to the players, and they author the game elements as play progresses. Think classic D&D vs Burning Wheel.</p><p></p><p>This is a new tack, but he's used 'worldbuilding' before, in a different context, to indicate the DM driven playstyle -- ie, things the DM writes down that the player then discover. As I recall, pemerton strongly dislikes this playstyle, as he doesn't want to try to figure out what the DM has made, but would rather create the fiction through his own gameplay. As I also recall, his use of unique definitions for things caused quite a bit of confusion as to what was being talked about. However, I've already seen him angling towards DM driven vs. Player driven discussion in his responses.</p><p></p><p>To address the OP, however, I agree strongly with a few posts already made that making the dungeon isn't world building, it's adventure design. Worldbuilding is that part where you establish the basic rules and assumptions for play such that dungeons to be explored and treasure to be gained and monsters to be defeated are a thing that this game will do. If I start a game with the assumptions in place that this is a rural area of a magical medieval kingdom and that goblins are a major threat, then that's the worldbuilding. The game can then progress from there either in a more DM authored or player authored way. In a more DM authored game, the DM would create dungeons, or factions, or whathave you for the players to interact with inside that built world. For a player driven game, the players would engage those thematic elements of the built world and structure their narrative control attempts within those terms -- ie, their game 'moves' would leverage magical medieval rural themes and goblin themes, or, at least, they would not counter those themes too strongly. </p><p></p><p>Worldbuilding is the part where you set the stage and determine the themes and the basic assumptions of play. It can be vague or detailed, as desired for the style of play desired, but it's required for any gameplay to occur. It is also NOT drawing out a dungeon maze. That leans on the built world, and becomes part of it, but it doesn't matter who writes it (players or DM). As gameplay progresses, all new things are added to the built world -- worldbuilding is a continuous process. But, at first, it's the starting assumptions of play.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7322552, member: 16814"] This is a return to previous attempts by [MENTION=42582]pemerton[/MENTION] to delve the difference between DM driven vs player driven gameplay. Essentially, he's driving at the difference between a DM authored adventure where the game elements are prewritten by the DM and the players explore what the DM has created vs nothing except a thematic setting is presented to the players, and they author the game elements as play progresses. Think classic D&D vs Burning Wheel. This is a new tack, but he's used 'worldbuilding' before, in a different context, to indicate the DM driven playstyle -- ie, things the DM writes down that the player then discover. As I recall, pemerton strongly dislikes this playstyle, as he doesn't want to try to figure out what the DM has made, but would rather create the fiction through his own gameplay. As I also recall, his use of unique definitions for things caused quite a bit of confusion as to what was being talked about. However, I've already seen him angling towards DM driven vs. Player driven discussion in his responses. To address the OP, however, I agree strongly with a few posts already made that making the dungeon isn't world building, it's adventure design. Worldbuilding is that part where you establish the basic rules and assumptions for play such that dungeons to be explored and treasure to be gained and monsters to be defeated are a thing that this game will do. If I start a game with the assumptions in place that this is a rural area of a magical medieval kingdom and that goblins are a major threat, then that's the worldbuilding. The game can then progress from there either in a more DM authored or player authored way. In a more DM authored game, the DM would create dungeons, or factions, or whathave you for the players to interact with inside that built world. For a player driven game, the players would engage those thematic elements of the built world and structure their narrative control attempts within those terms -- ie, their game 'moves' would leverage magical medieval rural themes and goblin themes, or, at least, they would not counter those themes too strongly. Worldbuilding is the part where you set the stage and determine the themes and the basic assumptions of play. It can be vague or detailed, as desired for the style of play desired, but it's required for any gameplay to occur. It is also NOT drawing out a dungeon maze. That leans on the built world, and becomes part of it, but it doesn't matter who writes it (players or DM). As gameplay progresses, all new things are added to the built world -- worldbuilding is a continuous process. But, at first, it's the starting assumptions of play. [/QUOTE]
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