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What is *worldbuilding* for?
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<blockquote data-quote="Bedrockgames" data-source="post: 7412309" data-attributes="member: 85555"><p>It is a whole other conversation really, but I would say it wasn't all as bad as people remember it sometimes. The way storytelling got used a lot, could get railroady, but you also had lots of really cool settings for 2E being released at that time, as well as the historical campaign books and the blue line (which had some good ones). The Van Richten books completely changed how I handled monster hunts and investigations (and proved highly gameable over many years for me). Things were kind of all over the map for AD&D. Even within the same line you'd have big differences (just compare/contrast Feast of Goblyns, Castles Forlorn and the Created for example). And if you played 2E, much of the 1E material was still available, played and compatible. We also had a small boom that I remember because of white wolf (and it seemed we had more women coming into the hobby as well with the WW stuff). And you had all kinds of interesting games being put out from TORG to Feng Shui. I think the big thing that worked then though was the settings. The meta plot got crazy. But even there, the idea of advancing the world isn't a bad one (it should just probably be done in an easier to manage, less profit-driven way--like optional timeline announcements so you can have significant events going on in the world the game is set). I think it was mainly the way they would use meta plot as an excuse to release a new boxed set or something. Sometimes meta plot improved things (in Ravenloft moving around some of the domains was good). Sometimes it didn't (also in Ravenloft, the Requiem stuff messing up Darkon wasn't something I enjoyed all that much).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7412309, member: 85555"] It is a whole other conversation really, but I would say it wasn't all as bad as people remember it sometimes. The way storytelling got used a lot, could get railroady, but you also had lots of really cool settings for 2E being released at that time, as well as the historical campaign books and the blue line (which had some good ones). The Van Richten books completely changed how I handled monster hunts and investigations (and proved highly gameable over many years for me). Things were kind of all over the map for AD&D. Even within the same line you'd have big differences (just compare/contrast Feast of Goblyns, Castles Forlorn and the Created for example). And if you played 2E, much of the 1E material was still available, played and compatible. We also had a small boom that I remember because of white wolf (and it seemed we had more women coming into the hobby as well with the WW stuff). And you had all kinds of interesting games being put out from TORG to Feng Shui. I think the big thing that worked then though was the settings. The meta plot got crazy. But even there, the idea of advancing the world isn't a bad one (it should just probably be done in an easier to manage, less profit-driven way--like optional timeline announcements so you can have significant events going on in the world the game is set). I think it was mainly the way they would use meta plot as an excuse to release a new boxed set or something. Sometimes meta plot improved things (in Ravenloft moving around some of the domains was good). Sometimes it didn't (also in Ravenloft, the Requiem stuff messing up Darkon wasn't something I enjoyed all that much). [/QUOTE]
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