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What is *worldbuilding* for?
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<blockquote data-quote="Sadras" data-source="post: 7324705" data-attributes="member: 6688277"><p>Do you imagine the maze is populated or is just filled with doors to open, chairs to sit on and chest lids to open? So a dungeon is just a dungeon is just a dungeon, the non-player characters are about as animate as stone tiles and do not offer any story, rumours or intrigue in your adventures?</p><p> </p><p></p><p></p><p>What a strange thing to say (bolded part). Who dispenses information when a character opens a door, lifts the lid of a chest or peeps through a peephole? </p><p></p><p></p><p></p><p>Perhaps the player characters have a choice of travelling as passengers on a barge, alone on horseback or guards as part of a travelling caravan as they have to be discreet for story reasons. Perhaps they have to take the fastest possible route due to x or they desire to take the safest route. The goblins tracks split, some continue along the river, but a small contingent is now heading towards the mountains... These examples are similar in fashion to your typical T-junction decisions in a dungeon.</p><p></p><p>Perhaps they encounter a sea vessel in flames, a recently attacked caravan or a wounded horse = your typical dungeon prisoner. Do they now assist? </p><p></p><p>Also empty rooms in a dungeon - can just be the minute or two narrations of a journey from A to B.</p><p> </p><p>Where you see differences, I see similarities.</p><p></p><p></p><p></p><p>Let's play in Mystara isn't worldbuilding it's pitching a game despite the fact that this setting has a unique cosmos with its own planes and includes specific races and concepts and excludes others. Is that how you see it? </p><p> </p><p>Does Marvel Heroic include any DC character? (I've never played the game, so I'm asking)</p><p> </p><p></p><p></p><p>I see, so in your personalised definition of worldbuilding introducing a 'map with names' is not worldbuilding. So worldbuilding depends on the extent of the worldbuilding. So 1 map is fine, 3 is borderline but 5+ is definitely worldbuilding?</p><p>I like how you decide on the limits of what is worldbuilding depending on the amount of setting content introduced. </p><p></p><p>So 1 map is not worldbuilding. Got it!</p><p>In a probably 5+ year old thread ago you mentioned that because the paladin in 1e may summon his mount in a quest = 'forced content' injected by player somehow 1e was very much about player injected content. In that instance 1 example was all it took and was indeed needed to satsify your 'player content push' which is your preferred style of play.</p><p>Now when people argue that using a map is worldbuilding (by your own words <strong>establishing setting information in advance of play</strong>) you change the parameters and say hang-on 1 example (map and a few names) is not enough to call me out on my worldbuilding. </p><p></p><p>Can you honestly not see, how one might look at this and call your entire thread polony?</p></blockquote><p></p>
[QUOTE="Sadras, post: 7324705, member: 6688277"] Do you imagine the maze is populated or is just filled with doors to open, chairs to sit on and chest lids to open? So a dungeon is just a dungeon is just a dungeon, the non-player characters are about as animate as stone tiles and do not offer any story, rumours or intrigue in your adventures? What a strange thing to say (bolded part). Who dispenses information when a character opens a door, lifts the lid of a chest or peeps through a peephole? Perhaps the player characters have a choice of travelling as passengers on a barge, alone on horseback or guards as part of a travelling caravan as they have to be discreet for story reasons. Perhaps they have to take the fastest possible route due to x or they desire to take the safest route. The goblins tracks split, some continue along the river, but a small contingent is now heading towards the mountains... These examples are similar in fashion to your typical T-junction decisions in a dungeon. Perhaps they encounter a sea vessel in flames, a recently attacked caravan or a wounded horse = your typical dungeon prisoner. Do they now assist? Also empty rooms in a dungeon - can just be the minute or two narrations of a journey from A to B. Where you see differences, I see similarities. Let's play in Mystara isn't worldbuilding it's pitching a game despite the fact that this setting has a unique cosmos with its own planes and includes specific races and concepts and excludes others. Is that how you see it? Does Marvel Heroic include any DC character? (I've never played the game, so I'm asking) I see, so in your personalised definition of worldbuilding introducing a 'map with names' is not worldbuilding. So worldbuilding depends on the extent of the worldbuilding. So 1 map is fine, 3 is borderline but 5+ is definitely worldbuilding? I like how you decide on the limits of what is worldbuilding depending on the amount of setting content introduced. So 1 map is not worldbuilding. Got it! In a probably 5+ year old thread ago you mentioned that because the paladin in 1e may summon his mount in a quest = 'forced content' injected by player somehow 1e was very much about player injected content. In that instance 1 example was all it took and was indeed needed to satsify your 'player content push' which is your preferred style of play. Now when people argue that using a map is worldbuilding (by your own words [B]establishing setting information in advance of play[/B]) you change the parameters and say hang-on 1 example (map and a few names) is not enough to call me out on my worldbuilding. Can you honestly not see, how one might look at this and call your entire thread polony? [/QUOTE]
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