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What is *worldbuilding* for?
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<blockquote data-quote="Emerikol" data-source="post: 7330447" data-attributes="member: 6698278"><p>I like to think I play the Gygaxian way for the most part when I play. I admit I haven't played in a while do to a move and a very intense job that uses up most of my mental energy. </p><p></p><p>To me, the world is setting information for the "sandbox". It's like a spotlight that is brightest at it's center point which is where the characters are starting out their adventures. Things gradually get a little less designed as you get farther from the center of the spotlight. I also know most of the movers and shakers in the world at this level. I know high level trade routes etc..</p><p></p><p>I almost always have all the details at the national level. I know the Kings, princes, and Emperor's of the campaign setting (which may only be a continent and not an entire world). I know the counties, wards, towns, and districts of the nation the players are in or if at the edge, I know that nation and the surrounding wildlands. I know not only the movers and shakers but I know most of the significant people at this level. I have a good bit of details about the various towns and cities though I may not have an exact map. I probably do have a high level map at minimum.</p><p></p><p>Then there is the adventuring area, the true sandbox. That area I have detailed out in great detail even to the Homlet detail. I know tons of the people and their backstories. I know all kinds of villains that threaten life in this place. I know how trade works and what impacts this area. My dungeons are built upon all these ideas including the history of the area. Not every dungeon is an underground closed system but I have those. They are a lot of fun. </p><p></p><p>I see active adventuring as a contest of skill. The players work together as a team to overcome challenges. They try to use strategy, discipline, and preparation to avoid disaster. The rewards are power and money. The fun of these dungeons is how they are linked to the history and surrounding area. When you overcome and "win" a dungeon you find out a little bit more about the world. So I desire players who want to peel the onion so to speak and discover the world and what underlies it. During non-active campaign time, the players will use their gold and power to influence the world. This happens more as players progress from lower levels to higher levels.</p><p></p><p>Just my take. I don't think my style is at all defunct. </p><p></p><p>I must say I'm not really happy at this point with any of the versions of D&D. 5e did a lot of things right though stylistically and moved closer to what I want. It's still not the game I really want though. So I've been working on my own. I could try to hack 5e but I feel it would be just as much work. I'm sure I will be "informed" by all the roleplaying games I know.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 7330447, member: 6698278"] I like to think I play the Gygaxian way for the most part when I play. I admit I haven't played in a while do to a move and a very intense job that uses up most of my mental energy. To me, the world is setting information for the "sandbox". It's like a spotlight that is brightest at it's center point which is where the characters are starting out their adventures. Things gradually get a little less designed as you get farther from the center of the spotlight. I also know most of the movers and shakers in the world at this level. I know high level trade routes etc.. I almost always have all the details at the national level. I know the Kings, princes, and Emperor's of the campaign setting (which may only be a continent and not an entire world). I know the counties, wards, towns, and districts of the nation the players are in or if at the edge, I know that nation and the surrounding wildlands. I know not only the movers and shakers but I know most of the significant people at this level. I have a good bit of details about the various towns and cities though I may not have an exact map. I probably do have a high level map at minimum. Then there is the adventuring area, the true sandbox. That area I have detailed out in great detail even to the Homlet detail. I know tons of the people and their backstories. I know all kinds of villains that threaten life in this place. I know how trade works and what impacts this area. My dungeons are built upon all these ideas including the history of the area. Not every dungeon is an underground closed system but I have those. They are a lot of fun. I see active adventuring as a contest of skill. The players work together as a team to overcome challenges. They try to use strategy, discipline, and preparation to avoid disaster. The rewards are power and money. The fun of these dungeons is how they are linked to the history and surrounding area. When you overcome and "win" a dungeon you find out a little bit more about the world. So I desire players who want to peel the onion so to speak and discover the world and what underlies it. During non-active campaign time, the players will use their gold and power to influence the world. This happens more as players progress from lower levels to higher levels. Just my take. I don't think my style is at all defunct. I must say I'm not really happy at this point with any of the versions of D&D. 5e did a lot of things right though stylistically and moved closer to what I want. It's still not the game I really want though. So I've been working on my own. I could try to hack 5e but I feel it would be just as much work. I'm sure I will be "informed" by all the roleplaying games I know. [/QUOTE]
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