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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7342380" data-attributes="member: 82106"><p>Yeah, though I would say that I'd be happy if the players engaged with the initial plot, and if it turned out to be the Lich, that's cool, but it could turn out to be explained some other way. Or it might just not turn out to be the central aspect of the campaign. </p><p></p><p>I think, for me, there's also 2 sort of different types of games that I tend to pitch. There's some shorter and more tightly thematic ones, where I don't think the campaign is going to go on for years, and there's a pretty well-defined theme/genre. The actual narrative could still go in ways that the players express a desire to engage in, but there could be a pretty central concept that shapes things. I like to set these up every couple years. I don't tend to run them using D&D, though 4e can work. </p><p></p><p>Then there are the more open-ended sorts of games, "lets just start some PCs in one of the towns on my old campaign map that hasn't ever gotten fleshed out and see what happens" or something like that. Last one I had a concept of 'Draconic Intrigue' that I threw in, where there were several dragons openly or secretly fighting it out for dominance, with their various allies, servants, etc. The party sometimes paid some attention to that, sometimes not. They eventually killed ONE of the dragons, and another one consequently burned down a good bit of their town! I guess that was as close to 'hidden' backstory as I get, but the players were helping to figure out who was allied with whom, "wouldn't it be cool if Joe over there was really working for the Green Dragon?!!!"</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7342380, member: 82106"] Yeah, though I would say that I'd be happy if the players engaged with the initial plot, and if it turned out to be the Lich, that's cool, but it could turn out to be explained some other way. Or it might just not turn out to be the central aspect of the campaign. I think, for me, there's also 2 sort of different types of games that I tend to pitch. There's some shorter and more tightly thematic ones, where I don't think the campaign is going to go on for years, and there's a pretty well-defined theme/genre. The actual narrative could still go in ways that the players express a desire to engage in, but there could be a pretty central concept that shapes things. I like to set these up every couple years. I don't tend to run them using D&D, though 4e can work. Then there are the more open-ended sorts of games, "lets just start some PCs in one of the towns on my old campaign map that hasn't ever gotten fleshed out and see what happens" or something like that. Last one I had a concept of 'Draconic Intrigue' that I threw in, where there were several dragons openly or secretly fighting it out for dominance, with their various allies, servants, etc. The party sometimes paid some attention to that, sometimes not. They eventually killed ONE of the dragons, and another one consequently burned down a good bit of their town! I guess that was as close to 'hidden' backstory as I get, but the players were helping to figure out who was allied with whom, "wouldn't it be cool if Joe over there was really working for the Green Dragon?!!!" [/QUOTE]
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