Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Aenghus" data-source="post: 7375806" data-attributes="member: 2656"><p>Even with GM-driven games in the "weight" or "depth" of game settings, from heavily detailed worlds dripping with lore and consequences under every rock, to lightly sketched minimalist settings that get added detail only when PC action makes it necessary. IMO the sort of bottom-up world development that results from starting in a dungeon, adding a village, then a second adventure location, then a town etc is likely to be closer to the lightly-detailed group of settings.</p><p></p><p>The less detail a setting has, the less consequences are associated with particular locations, and the less there is of detail that would make arbitrary player goals impossible or irrelevant.</p><p></p><p>I've never seen a "No myth" setting for a GM-driven game, but I have seen extremely light settings that get close.</p><p></p><p>Framing PCs into a location in a heavy-weight setting may bring with it lots of consequences, some or all unknown to the players, so it could be railroading. </p><p></p><p>Framing PCs into a location in a lightweight setting has a lot less inherent consequences, and is less likely to be railroading IMO.</p><p></p><p>"No myth" locations, as I understand them, only have as much or as little detail as the participants want, and typically don't get in the way of the focus of play which is the player goals. Such locations will often carry no inherent consequences, the focus of play is on the player goals, and the onus is on the dramatic decision points re these goals and their interaction to provide player agency and drive the game, not the location or the setting. </p><p></p><p>If everyone involved in a group is content with the level of detail of the setting I see their choice as valid whether that's a highly detailed gameworld or a barely there setting. These choices do have consequences for the type of play they encourage,typically highly detailed worlds constrain the PCs more , low detail worlds constrain PCs less.</p><p></p><p>This is on the basis that railroading is obstructing meaningful PC decisions. Meaningful decisions rest in different places in different styles of play, whether location-based, event-based, goal-based etc.</p><p></p><p>I would hope to assume it's obvious that these styles, or any style of play, only works if all participants are sufficiently on board. No style of play can stand up to constant frustration or unhappiness on the part of any of the participants, something has got to give (game changes, players leave, revolution and a new GM, group falls apart etc).</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7375806, member: 2656"] Even with GM-driven games in the "weight" or "depth" of game settings, from heavily detailed worlds dripping with lore and consequences under every rock, to lightly sketched minimalist settings that get added detail only when PC action makes it necessary. IMO the sort of bottom-up world development that results from starting in a dungeon, adding a village, then a second adventure location, then a town etc is likely to be closer to the lightly-detailed group of settings. The less detail a setting has, the less consequences are associated with particular locations, and the less there is of detail that would make arbitrary player goals impossible or irrelevant. I've never seen a "No myth" setting for a GM-driven game, but I have seen extremely light settings that get close. Framing PCs into a location in a heavy-weight setting may bring with it lots of consequences, some or all unknown to the players, so it could be railroading. Framing PCs into a location in a lightweight setting has a lot less inherent consequences, and is less likely to be railroading IMO. "No myth" locations, as I understand them, only have as much or as little detail as the participants want, and typically don't get in the way of the focus of play which is the player goals. Such locations will often carry no inherent consequences, the focus of play is on the player goals, and the onus is on the dramatic decision points re these goals and their interaction to provide player agency and drive the game, not the location or the setting. If everyone involved in a group is content with the level of detail of the setting I see their choice as valid whether that's a highly detailed gameworld or a barely there setting. These choices do have consequences for the type of play they encourage,typically highly detailed worlds constrain the PCs more , low detail worlds constrain PCs less. This is on the basis that railroading is obstructing meaningful PC decisions. Meaningful decisions rest in different places in different styles of play, whether location-based, event-based, goal-based etc. I would hope to assume it's obvious that these styles, or any style of play, only works if all participants are sufficiently on board. No style of play can stand up to constant frustration or unhappiness on the part of any of the participants, something has got to give (game changes, players leave, revolution and a new GM, group falls apart etc). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top