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What is *worldbuilding* for?
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<blockquote data-quote="Emerikol" data-source="post: 7336284" data-attributes="member: 6698278"><p>I think my #1 was an attempt to describe your words above. Since it's to a degree something hard for me to understand, I admit I am struggling to make it understandable to someone like myself.</p><p></p><p>Assuming there is some item that is necessary to completing a mission (something not inconceivable as a real challenge if such a fantasy world existed), that item is part of the world. The player characters have a variety of choices. Find the item, go back and seek other adventure, find another way to solve the mission. Admitted in some instances #3 is not easy or is perhaps impossible in some DM's campaigns. I tend to dislike single solution dungeons personally. </p><p></p><p>This is a style of dungeon though more than a style of play. You could run in my style and never create such a dungeon. So objecting to that style of challenge is perhaps a dungeon taste more than an overarching campaign style choice. I've rarely seen the case though where every single adventure is one of these sorts. Perhaps I just haven't seen enough. I'd consider a DM who made such adventures exclusively to be a poor DM for sure.</p><p></p><p>What I meant by "controlling" the fiction as a player character though is the ability to add to the campaign setting on the fly and as long as it doesn't dispute what is already known by the party it can stand. Perhaps with some limits agreed to ahead of time on the flavor of campaign you are running. I get the feeling that you want at least some of this ability.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 7336284, member: 6698278"] I think my #1 was an attempt to describe your words above. Since it's to a degree something hard for me to understand, I admit I am struggling to make it understandable to someone like myself. Assuming there is some item that is necessary to completing a mission (something not inconceivable as a real challenge if such a fantasy world existed), that item is part of the world. The player characters have a variety of choices. Find the item, go back and seek other adventure, find another way to solve the mission. Admitted in some instances #3 is not easy or is perhaps impossible in some DM's campaigns. I tend to dislike single solution dungeons personally. This is a style of dungeon though more than a style of play. You could run in my style and never create such a dungeon. So objecting to that style of challenge is perhaps a dungeon taste more than an overarching campaign style choice. I've rarely seen the case though where every single adventure is one of these sorts. Perhaps I just haven't seen enough. I'd consider a DM who made such adventures exclusively to be a poor DM for sure. What I meant by "controlling" the fiction as a player character though is the ability to add to the campaign setting on the fly and as long as it doesn't dispute what is already known by the party it can stand. Perhaps with some limits agreed to ahead of time on the flavor of campaign you are running. I get the feeling that you want at least some of this ability. [/QUOTE]
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