Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="innerdude" data-source="post: 7326617" data-attributes="member: 85870"><p>So, I think there's several trains of thought scattered throughout all the responses that answer @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em>'s original question, "What is worldbuilding for?"</p><p></p><ul> <li data-xf-list-type="ul">To add immersive flavor -- to spur players' imaginations a little more deeply into the shared fiction. </li> <li data-xf-list-type="ul">To provide story "hooks," whether done as pure "sandbox" or based on clues from characters' builds/background. </li> <li data-xf-list-type="ul">To create a fictional space where character motivations have real stakes -- i.e., the group social contract agrees that they want something more than just being "heads-down in the dungeon" all the time. </li> <li data-xf-list-type="ul">To give the GM the opportunity to plan certain challenges ahead of time to maximize the challenge, tension, and impact. </li> <li data-xf-list-type="ul">To allow the GM a creative opportunity that is different from being a player within the campaign. </li> </ul><p></p><p>There could be more, but these seem to be a condensed summary of the primary points.</p><p></p><p>I think your question, @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em>, really boils down to----"Does pre-rendered worldbuilding actually serve any of these interests and the overall fun/enjoyment of the group, or are there more effective methods for doing the same thing?"</p><p></p><p>I've got to be honest, I have a really hard time with a pure "no myth" approach to pen-and-paper RPGs. I wholeheartedly embrace the Dungeon World ethos of "create fronts, not plots." I wholeheartedly believe in the concept of scene framing and fictional positioning, and "play to see what happens." In the past eight years of GM-ing, I've never once pre-determined an encounter outcome. I've tried very much to use "say yes or roll the dice" as a primary component of my GM-ing style. </p><p></p><p>And I still can't completely get behind the idea that worldbuilding isn't a necessary component of a "good" RPG campaign, because I've played in games where there was none, and they absolutely SUCKED SUCKED SUCKED----they were the suckiest campaigns that ever sucked.</p><p></p><p>I've also played campaigns where the GM simply couldn't let go of his pre-built storyline, and when players "went off the rails," he basically lost interest in GM-ing. We'd get 6-8 sessions in, and suddenly he'd be saying, "Eh, I'm bored with this, let's start something new." For a GM who is unwilling to embrace scene framing / "say yes or roll the dice" principles, this is actually probably the "best case scenario," as at least he or she never forces the players to follow the plot rails willy nilly.</p><p></p><p>The worst case scenario is boring "plot tourism" campaigns. This was how I felt around 40% of the way through the last Savage Worlds Shaintar campaign in which I was a player. At that point I was no longer interested in what the GM was dispensing, but had no choice to get off the rails. Eventually I sort of just accepted it and still managed to have some fun, but its conclusion was far less satisfying than I wanted it to be or it could have been.</p><p></p><p>But having now actually managed to GM two highly successful fantasy campaigns, one in Pathfinder and one in Savage Worlds, using the general principles I've outlined, I'm totally comfortable with the idea that you can find a middle ground between doing worldbuilding while still allowing player freedom, improvisation, and not being married to any particular narrative outcome.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7326617, member: 85870"] So, I think there's several trains of thought scattered throughout all the responses that answer @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I]'s original question, "What is worldbuilding for?" [LIST] [*]To add immersive flavor -- to spur players' imaginations a little more deeply into the shared fiction. [*]To provide story "hooks," whether done as pure "sandbox" or based on clues from characters' builds/background. [*]To create a fictional space where character motivations have real stakes -- i.e., the group social contract agrees that they want something more than just being "heads-down in the dungeon" all the time. [*]To give the GM the opportunity to plan certain challenges ahead of time to maximize the challenge, tension, and impact. [*]To allow the GM a creative opportunity that is different from being a player within the campaign. [/LIST] There could be more, but these seem to be a condensed summary of the primary points. I think your question, @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I], really boils down to----"Does pre-rendered worldbuilding actually serve any of these interests and the overall fun/enjoyment of the group, or are there more effective methods for doing the same thing?" I've got to be honest, I have a really hard time with a pure "no myth" approach to pen-and-paper RPGs. I wholeheartedly embrace the Dungeon World ethos of "create fronts, not plots." I wholeheartedly believe in the concept of scene framing and fictional positioning, and "play to see what happens." In the past eight years of GM-ing, I've never once pre-determined an encounter outcome. I've tried very much to use "say yes or roll the dice" as a primary component of my GM-ing style. And I still can't completely get behind the idea that worldbuilding isn't a necessary component of a "good" RPG campaign, because I've played in games where there was none, and they absolutely SUCKED SUCKED SUCKED----they were the suckiest campaigns that ever sucked. I've also played campaigns where the GM simply couldn't let go of his pre-built storyline, and when players "went off the rails," he basically lost interest in GM-ing. We'd get 6-8 sessions in, and suddenly he'd be saying, "Eh, I'm bored with this, let's start something new." For a GM who is unwilling to embrace scene framing / "say yes or roll the dice" principles, this is actually probably the "best case scenario," as at least he or she never forces the players to follow the plot rails willy nilly. The worst case scenario is boring "plot tourism" campaigns. This was how I felt around 40% of the way through the last Savage Worlds Shaintar campaign in which I was a player. At that point I was no longer interested in what the GM was dispensing, but had no choice to get off the rails. Eventually I sort of just accepted it and still managed to have some fun, but its conclusion was far less satisfying than I wanted it to be or it could have been. But having now actually managed to GM two highly successful fantasy campaigns, one in Pathfinder and one in Savage Worlds, using the general principles I've outlined, I'm totally comfortable with the idea that you can find a middle ground between doing worldbuilding while still allowing player freedom, improvisation, and not being married to any particular narrative outcome. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top