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What is *worldbuilding* for?
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<blockquote data-quote="Sadras" data-source="post: 7326308" data-attributes="member: 6688277"><p>The problem here is, that you seem to have a very narrow definition of puzzle-solving. Columbo and Magnum PI did not puzzle-solve?</p><p></p><p></p><p></p><p></p><p>T1 may offer rumours about the Moathouse and its occupants, about the possible relationship of the 2 merchants in the village to the evil forces beyond, lore about the various ideologies and cults, possible rewards for various tasks/quests...etc</p><p> </p><p></p><p> </p><p></p><p>The <em>right way</em>? </p><p></p><p></p><p></p><p></p><p>Well the DM decides when the goblins will or will not attack, when they will flee, how they will react to torture, what plan the denizens of the dungeon will come up to defeat the ever pressing adventurers, how much information the evil bandit leader will impart....Surely?!! </p><p></p><p></p><p></p><p>But that is all I'm saying, the classical dungeon and the later adventures specifically MiBG and LoftCS are puzzles and can be run as such. Certainly many Ravenloft adventures (specifically 2e) that I have seen are puzzles (definitely mysteries) and yes the range of possible actions in those is wider than your typical dungeon but how is worldbuilding less important in those?</p><p></p><p>How can you create a mystery adventure without lore (worldbuilding)?</p><p> </p><p></p><p></p><p>Okay, this might relate more to the other thread we are discussing (which I haven't yet got back to), but I have to ask. Given that the characters CAN attempt to deviate from the intended plot line, is the gaming style a railroad?</p></blockquote><p></p>
[QUOTE="Sadras, post: 7326308, member: 6688277"] The problem here is, that you seem to have a very narrow definition of puzzle-solving. Columbo and Magnum PI did not puzzle-solve? T1 may offer rumours about the Moathouse and its occupants, about the possible relationship of the 2 merchants in the village to the evil forces beyond, lore about the various ideologies and cults, possible rewards for various tasks/quests...etc The [I]right way[/I]? Well the DM decides when the goblins will or will not attack, when they will flee, how they will react to torture, what plan the denizens of the dungeon will come up to defeat the ever pressing adventurers, how much information the evil bandit leader will impart....Surely?!! But that is all I'm saying, the classical dungeon and the later adventures specifically MiBG and LoftCS are puzzles and can be run as such. Certainly many Ravenloft adventures (specifically 2e) that I have seen are puzzles (definitely mysteries) and yes the range of possible actions in those is wider than your typical dungeon but how is worldbuilding less important in those? How can you create a mystery adventure without lore (worldbuilding)? Okay, this might relate more to the other thread we are discussing (which I haven't yet got back to), but I have to ask. Given that the characters CAN attempt to deviate from the intended plot line, is the gaming style a railroad? [/QUOTE]
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