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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7333945" data-attributes="member: 29398"><p>Yep.</p><p></p><p> Agreed except for the bolded bit, on which I only partly agree.</p><p></p><p>Major worldbuilding e.g. where are the continents, how many moons are there, the pantheons, etc. should be left to the DM.</p><p>Minor worldbuilding, such as your example of the Fighter's mercenary company below, can be cool when done by a player provided a) that the DM retains veto rights and b) that it doesn't veer into probem-solving</p><p>Problem-solving worldbuilding, where a player tries to generate a solution to an in-game challenge by authoring or re-authoring some aspect of the game world, is just another form of either metagaming or cheating depending how/why its done and with what degree of malice.</p><p></p><p>I don't know - a berserker in a court-intrigue game could provide all kinds of entertainment and amusement. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But yes, if something's likely not going to work it's best to say so up front. That way players can either steer away from it or find a creative way to force it to work.</p><p></p><p>Exactly. These elements are in many cases established before I even fully know who the players and-or PCs will be at the time they're encountered. And because of this there'll be times when something comes off as easier or harder than it otherwise might, simply because of who is trying to deal with it. For example I might put together an underground adventure with a lot of undead in it...and then the players run a party of Druids (who do better outdoors) and Illusionists (undead are generally immune to illusions) into it. Conversely, they might take in a group of nothing but high-charisma Clerics who can turn or destroy undead on a relative whim and sail through.</p><p></p><p>This sort of thing, as I said above, can be all kinds of cool as long as the DM retains the right of veto (though in this particular example it's hard to think of any reason to veto it).</p><p></p><p>Now this would be something I may or may not do, depending on circumstances. Maybe the mercenary company eventually become part of the story's villainy - the party have to go through them to get to whoever's sending them out on these "loathsome contracts", for example. But the mercenaries - either some individuals or together as a company - would probably rear their ugly heads at some point. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7333945, member: 29398"] Yep. Agreed except for the bolded bit, on which I only partly agree. Major worldbuilding e.g. where are the continents, how many moons are there, the pantheons, etc. should be left to the DM. Minor worldbuilding, such as your example of the Fighter's mercenary company below, can be cool when done by a player provided a) that the DM retains veto rights and b) that it doesn't veer into probem-solving Problem-solving worldbuilding, where a player tries to generate a solution to an in-game challenge by authoring or re-authoring some aspect of the game world, is just another form of either metagaming or cheating depending how/why its done and with what degree of malice. I don't know - a berserker in a court-intrigue game could provide all kinds of entertainment and amusement. :) But yes, if something's likely not going to work it's best to say so up front. That way players can either steer away from it or find a creative way to force it to work. Exactly. These elements are in many cases established before I even fully know who the players and-or PCs will be at the time they're encountered. And because of this there'll be times when something comes off as easier or harder than it otherwise might, simply because of who is trying to deal with it. For example I might put together an underground adventure with a lot of undead in it...and then the players run a party of Druids (who do better outdoors) and Illusionists (undead are generally immune to illusions) into it. Conversely, they might take in a group of nothing but high-charisma Clerics who can turn or destroy undead on a relative whim and sail through. This sort of thing, as I said above, can be all kinds of cool as long as the DM retains the right of veto (though in this particular example it's hard to think of any reason to veto it). Now this would be something I may or may not do, depending on circumstances. Maybe the mercenary company eventually become part of the story's villainy - the party have to go through them to get to whoever's sending them out on these "loathsome contracts", for example. But the mercenaries - either some individuals or together as a company - would probably rear their ugly heads at some point. :) Lanefan [/QUOTE]
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