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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7381319" data-attributes="member: 42582"><p>This is an interesting point.</p><p></p><p>Marvel Heroic ships (or shipped) with AP-style "events". In my view there is a clear incoherence between- on the one hand - the sort of play the mechanics support, and the advice given to GMs and players, and - on the other hand - this karaoke-style adventure format. I've used one or two scenes from the Civil War event in my MHRP game, because they seemed fun and I had an idea of what I might do with them, but I don't see how one could realistically play through the events as published.</p><p></p><p>HeroWars (in the original 2001(?) edition) came in two rulebooks - general rulebook, and "narrator's guide". The latter included four scenarios. I've run one of them - "Demon of the Red Grove" - albeit <a href="http://www.enworld.org/forum/showthread.php?355600-Session-report-(Apect-of)-Vecna-defeated-demon-bargained-with" target="_blank">rather loosely adapted to 4e</a>. They all involve more than one scene as published, but are rather modest vignettes (the shortest is 8 pages (in a normal sized book, not a typical RPG-sized book) and the longest 18, with quite a bit of that being creature stats, especially in the long one).</p><p></p><p>The Burning Wheel Adventure Guide includes some scenarios. One (which is also available as a free download) is framed as <a href="https://www.burningwheel.com/wiki/index.php?title=Downloads#The_Sword_2" target="_blank">a single scene</a>. The others are pretty tightly contained, similar to the HeroWars ones.</p><p></p><p>At least in my experience GMing a "story now"-type game, vignettes or tight scenarios are useful. In my 4e game I got some use out of Thunderspire Labyrinth, ignoring the overarching setting of the module and adapting its variouis fragments to my purposes. I got good use out the B/X module Night's Dark Terror also, but it is already vignette-ish in its presentation, and to the extent that it isn't I mostly ignored it's overarching plotline also.</p><p></p><p>My view is that, to be useful for this, the opposition should have clear motivations (other than just "we're here to be killed by the PCs), and it needn't be very subtle in its presentation - after all, the subtlety approrpriate to my campaign can be worked out in play! H2 and B10 both involve raiders/slavers - an easy idea to work with. H2 also has gnoll cultists - another fairly easy idea to work with.</p><p></p><p>This is also why I've been able to use the Keep part of B2 on two separate occasions. It has the requisite vignette-ish quality, and the evil cultist priest is an easy idea to pick up on.</p><p></p><p>However, while I think this sort of thing could be useful, I'm not sure there's a big market for it. It's pretty much the opposite of the AP in published adventure design, but that seems to be all the rage these days.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7381319, member: 42582"] This is an interesting point. Marvel Heroic ships (or shipped) with AP-style "events". In my view there is a clear incoherence between- on the one hand - the sort of play the mechanics support, and the advice given to GMs and players, and - on the other hand - this karaoke-style adventure format. I've used one or two scenes from the Civil War event in my MHRP game, because they seemed fun and I had an idea of what I might do with them, but I don't see how one could realistically play through the events as published. HeroWars (in the original 2001(?) edition) came in two rulebooks - general rulebook, and "narrator's guide". The latter included four scenarios. I've run one of them - "Demon of the Red Grove" - albeit [url=http://www.enworld.org/forum/showthread.php?355600-Session-report-(Apect-of)-Vecna-defeated-demon-bargained-with]rather loosely adapted to 4e[/url]. They all involve more than one scene as published, but are rather modest vignettes (the shortest is 8 pages (in a normal sized book, not a typical RPG-sized book) and the longest 18, with quite a bit of that being creature stats, especially in the long one). The Burning Wheel Adventure Guide includes some scenarios. One (which is also available as a free download) is framed as [url=https://www.burningwheel.com/wiki/index.php?title=Downloads#The_Sword_2]a single scene[/url]. The others are pretty tightly contained, similar to the HeroWars ones. At least in my experience GMing a "story now"-type game, vignettes or tight scenarios are useful. In my 4e game I got some use out of Thunderspire Labyrinth, ignoring the overarching setting of the module and adapting its variouis fragments to my purposes. I got good use out the B/X module Night's Dark Terror also, but it is already vignette-ish in its presentation, and to the extent that it isn't I mostly ignored it's overarching plotline also. My view is that, to be useful for this, the opposition should have clear motivations (other than just "we're here to be killed by the PCs), and it needn't be very subtle in its presentation - after all, the subtlety approrpriate to my campaign can be worked out in play! H2 and B10 both involve raiders/slavers - an easy idea to work with. H2 also has gnoll cultists - another fairly easy idea to work with. This is also why I've been able to use the Keep part of B2 on two separate occasions. It has the requisite vignette-ish quality, and the evil cultist priest is an easy idea to pick up on. However, while I think this sort of thing could be useful, I'm not sure there's a big market for it. It's pretty much the opposite of the AP in published adventure design, but that seems to be all the rage these days. [/QUOTE]
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