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What is *worldbuilding* for?
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<blockquote data-quote="Jester David" data-source="post: 7324450" data-attributes="member: 37579"><p>I'm not sure what your point is.</p><p></p><p>Are the first four years of published D&D modules somehow more important than the 35+ years that came after? </p><p>Are the modules that Gygax decided to publish somehow more important than how he ran his games? Gygax himself created a vast world beyond the dungeons, only a fraction of which we saw in the Greyhawk folio, as Gygax declined to share his campaign's secrets in favour of letting DMs create their own. </p><p></p><p>I'm not convinced Gygax or the original modules placed that much stock in "solving puzzles". Early modules really seemed to encourage creative thought. Problems were presented and it was up to the players to device a solution. Some possible solutions were codified, but I doubt someone as imaginative as Gygas would limit himself to such hard options. </p><p>But that's tangential to the world. The two concepts have zero relation. Regardless of the nature of the puzzles and problems of the original few levels of the dungeon, there still needed to be a world above the dungeon for the players to sell their treasure. Otherwise.. what was the point?</p></blockquote><p></p>
[QUOTE="Jester David, post: 7324450, member: 37579"] I'm not sure what your point is. Are the first four years of published D&D modules somehow more important than the 35+ years that came after? Are the modules that Gygax decided to publish somehow more important than how he ran his games? Gygax himself created a vast world beyond the dungeons, only a fraction of which we saw in the Greyhawk folio, as Gygax declined to share his campaign's secrets in favour of letting DMs create their own. I'm not convinced Gygax or the original modules placed that much stock in "solving puzzles". Early modules really seemed to encourage creative thought. Problems were presented and it was up to the players to device a solution. Some possible solutions were codified, but I doubt someone as imaginative as Gygas would limit himself to such hard options. But that's tangential to the world. The two concepts have zero relation. Regardless of the nature of the puzzles and problems of the original few levels of the dungeon, there still needed to be a world above the dungeon for the players to sell their treasure. Otherwise.. what was the point? [/QUOTE]
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