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What is *worldbuilding* for?
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 7421033" data-attributes="member: 12388"><p>"Crystaline perfection" is the perfect phrase for DMs that take it too far. </p><p></p><p>This is something I've heard of, but never experienced at the gaming table. I would not want to wish it on any player. </p><p></p><p>The closest I've come is a DM that was running a successful AD&D Realms campaign set in Undermountain. He'd just begun reading the Wheel of Time books and became hooked on the idea of the party traveling through a portal in Undermountain to the Savage North, but one that reflected the WoT series. </p><p></p><p>He was cool about it; warned us up front of his intentions and everything. We said yes and off we went. </p><p></p><p>That part of the campaign wasn't great, but it wasn't terrible either. Our DM tried mightily to turn us on to what he thought was cool about WoT, but to no avail.</p><p></p><p>Eventually our DM realized things were not going well, apologized and said our characters could keep their gained levels and magic items and we'd return to Undermountain with all that occurred handwaved away. </p><p></p><p>I've also heard of Forgotten Realms DMs that are so enraptured with the idea of having their campaigns follow Realms canon that they spend way more time obsessing over how to justify the party's minor changes to the Realms timeline than they do stocking dungeons and planning encounters; instead of being a resource, the great grand weight of thousands of pages of Realmslore become an impediment to the DM. </p><p></p><p>These are two lessons I take into account when I run my Realms D&D campaigns.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7421033, member: 12388"] "Crystaline perfection" is the perfect phrase for DMs that take it too far. This is something I've heard of, but never experienced at the gaming table. I would not want to wish it on any player. The closest I've come is a DM that was running a successful AD&D Realms campaign set in Undermountain. He'd just begun reading the Wheel of Time books and became hooked on the idea of the party traveling through a portal in Undermountain to the Savage North, but one that reflected the WoT series. He was cool about it; warned us up front of his intentions and everything. We said yes and off we went. That part of the campaign wasn't great, but it wasn't terrible either. Our DM tried mightily to turn us on to what he thought was cool about WoT, but to no avail. Eventually our DM realized things were not going well, apologized and said our characters could keep their gained levels and magic items and we'd return to Undermountain with all that occurred handwaved away. I've also heard of Forgotten Realms DMs that are so enraptured with the idea of having their campaigns follow Realms canon that they spend way more time obsessing over how to justify the party's minor changes to the Realms timeline than they do stocking dungeons and planning encounters; instead of being a resource, the great grand weight of thousands of pages of Realmslore become an impediment to the DM. These are two lessons I take into account when I run my Realms D&D campaigns. [/QUOTE]
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