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What is *worldbuilding* for?
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<blockquote data-quote="Maxperson" data-source="post: 7372437" data-attributes="member: 23751"><p>This is the difference. If you are setting the stage in a player-facing game, you make up those details as you go along and they fit the general theme, but that's it. If, however, you set it in Harry Dresden's Chicago, instead of the story leading to a stadium, it leads to Wriggly Field. Instead of it being some bad guys, it's now some of John Marcone's thugs(or some other group). They can meet some of the named cops during the course of the adventure, instead of random cop with name #s 1, 2 and 3. In the player facing game, you have theme, and in the DM facing game, you have theme + depth of world. What value you place on world depth will vary from individual to individual. Personally, as a player, I really like being able to tell the bad guys that I will make the trade at midnight at Millennium Park, rather than "the park" or just coming up with a park name.</p><p></p><p></p><p></p><p>It's not about endless details, though. Even in the Realms, Waterdeep doesn't come close to having endless details and it is one of, if not the most detailed city they've talked about. It lists some details, and leaves the vast majority is a blank canvas.</p><p></p><p></p><p></p><p>When I build an adventure, that's all I really do as well. I have a very loose outline with the bolded portions, and then fill in the rest as we go. However, I also set most of my games in the Forgotten Realms, so there is always the pre-authored content of that campaign setting in the background for the players and myself to draw upon.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7372437, member: 23751"] This is the difference. If you are setting the stage in a player-facing game, you make up those details as you go along and they fit the general theme, but that's it. If, however, you set it in Harry Dresden's Chicago, instead of the story leading to a stadium, it leads to Wriggly Field. Instead of it being some bad guys, it's now some of John Marcone's thugs(or some other group). They can meet some of the named cops during the course of the adventure, instead of random cop with name #s 1, 2 and 3. In the player facing game, you have theme, and in the DM facing game, you have theme + depth of world. What value you place on world depth will vary from individual to individual. Personally, as a player, I really like being able to tell the bad guys that I will make the trade at midnight at Millennium Park, rather than "the park" or just coming up with a park name. It's not about endless details, though. Even in the Realms, Waterdeep doesn't come close to having endless details and it is one of, if not the most detailed city they've talked about. It lists some details, and leaves the vast majority is a blank canvas. When I build an adventure, that's all I really do as well. I have a very loose outline with the bolded portions, and then fill in the rest as we go. However, I also set most of my games in the Forgotten Realms, so there is always the pre-authored content of that campaign setting in the background for the players and myself to draw upon. [/QUOTE]
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