rounser said:
I asked first for proof on your accusations, and it speaks volumes that you're hedging.
Yes, it says that you are asking me to engage in labour when I very much doubt that there will be a return. Also, I would hesitate to say that claiming Hussar used a hill and a city as examples of worldbuilding is an
accusation. I'm not, after all, saying that Hussar is deliberately
twisting other's words, now, am I?
Nonetheless....
From post 612 (
http://www.enworld.org/showpost.php?p=3510101&postcount=612)
Hussar said:
A very good example of world building as I define it - extraneous information that is separate from the plot - can be found in the Savage Tide AP. Of the 12 adventures, only the first two take place in the city of Sasserine. While the PC's are in Sasserine, they will advance from 1st to 4th or 5th level before leaving. It is assumed that they will not be returning.
In the players guide, Dragon Magazine and in Dungeon Magazine, Sasserine is very finely detailed. A large amount of space is given over to the ruling families of Sasserine. However, that information will never have any impact within the context of the adventures. The PC's are only 5th level at most while in Sasserine. They simply will have no contact with the ruling powers in the city and the ruling powers in the city will have no real interest in them.
That, to me, is an example of the kind of world building, the "six pages of Elven Tea ceremonies" that I was talking about before. This information is completely extraneous. It serves no real purpose within the adventure. Instead of detailing several power families in Sasserine, we could have had extra adventures, or longer encounter descriptions, or whatever. Instead, we have backgrounds and histories of people who will almost certainly not feature in the adventure and will never really have a chance to feature.
That is certainly smaller than a world, and is specifically a very small part of a world that appears in an adventure. So clearly, to Hussar, what appears in an adventure isn’t necessarily part of an adventure (see also the Five Shires reference to X1). Nor is worldbuilding something that occurs only on the scale of a world.
That would be the city I mentioned, and here’s the hill:
From post 882 (
http://www.enworld.org/showpost.php?p=3528163&postcount=882)
Hussar said:
Take the hill with bunnies and the wolf-in-sheep's-clothing encounter. Placing rabbits on a hill is not world building. It's just setting. It's creates an atmosphere of idyllic peace. Detailing the life cycles of those rabbits would be world building. Putting a hill there isn't world building. Again, it's simply setting - a place for the action to happen. Talking about how ancient halflings used the hill in their moon worshipping ceremonies centuries ago would be world building. Putting the monster there isn't world building, it's the antagonist. It's not even setting. Detailing the history of the creature when that history isn't going to affect play would be world building.
Again, smaller than a world. It is a response to a post of mine that claims that, if you never mention bunnies, the minute you use a wolf-in-sheep’s clothing the players are going to notice that something is up. IOW, if the only details you mention are the significant ones, any detail mentioned must be significant. Do I need to pull that quote up as well? I can.
And one has to wonder why mentioning bunnies on a hill isn’t world-building, but mentioning the shape of windows is. Or how mentioning bunnies “creates an atmosphere of idyllic peace” but mentioning the ancient halfling moon worship doesn’t create an atmosphere of its own (eerie, magical, whathaveyou).
Now it's your turn, Rounser. Stop hedging!
