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General Tabletop Discussion
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What is *worldbuilding* for?
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<blockquote data-quote="Sunseeker" data-source="post: 7343903"><p>Sure I mean whatever works. </p><p></p><p>I'm more on the end that, if you need to push your stats up, I'll just push up the stats of the bad guys. Sure, it's an arms race, but I'm not terribly worried about it. I just tack on a couple points across the board and things balance themselves out. Also, I like higher stats because I means I can take the kid gloves off. I <em>always</em> enjoy that. The players usually enjoy harder fights too.</p><p></p><p></p><p>Lol, I apply the former concept to world-building. I want to build one REALLY AWESOME world, and then use it as the staging grounds for lots of campaigns. I figure, if it's a big enough world there will be enough things going on at any given time, I could run two campaigns on either side of the globe and neither would know about the other.</p><p></p><p></p><p>Maybe, but I couldn't come up with a good comparison. Books and movies will always be there to watch later. Campaigns may not. I find it disheartening to invest in something knowing I'm very likely never to see the end of it.</p><p></p><p></p><p></p><p>To the bolded at least: but that's where it moves from campaign building to world-building.</p><p>You've got (IMO)</p><p>Quests>Adventures (a series of several, but not many quests)>Campaigns (a series of several adventures, maybe many)>Worlds (a place where many campaigns exist). I mean we could simplify it all down to "A game world is really just one big quest." and it'a t<em>echnically true, </em>but not good for the context of this discussion,</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7343903"] Sure I mean whatever works. I'm more on the end that, if you need to push your stats up, I'll just push up the stats of the bad guys. Sure, it's an arms race, but I'm not terribly worried about it. I just tack on a couple points across the board and things balance themselves out. Also, I like higher stats because I means I can take the kid gloves off. I [I]always[/I] enjoy that. The players usually enjoy harder fights too. Lol, I apply the former concept to world-building. I want to build one REALLY AWESOME world, and then use it as the staging grounds for lots of campaigns. I figure, if it's a big enough world there will be enough things going on at any given time, I could run two campaigns on either side of the globe and neither would know about the other. Maybe, but I couldn't come up with a good comparison. Books and movies will always be there to watch later. Campaigns may not. I find it disheartening to invest in something knowing I'm very likely never to see the end of it. To the bolded at least: but that's where it moves from campaign building to world-building. You've got (IMO) Quests>Adventures (a series of several, but not many quests)>Campaigns (a series of several adventures, maybe many)>Worlds (a place where many campaigns exist). I mean we could simplify it all down to "A game world is really just one big quest." and it'a t[I]echnically true, [/I]but not good for the context of this discussion, [/QUOTE]
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