Just a preamble, but the point of my post was to explain how worldbuilding adds depth and verisimilitude, since that is what KM was taking exception to. I wasn't really commenting on Hussar's abilities as a DM since I don't know anything about them. The DM in my example is purely hypothetical. I also would like to point out that I thought I established that he was pretty good at running the dungeon crawl, just bad at improv. I didn't really think of him as a useless lout.
Hussar said:
How about we don't assume the DM is a slack jawed moron and actually is a reasonable person? Might make things a bit more realistic. Instead of our knuckle dragger, let me show you how it could go in this "worst case scenario".
RC made a valid point here. Why is it that when the DM slavishly adheres to the adventure as written (thereby restricting player interaction) it is a problem with the DM, while if the DM slavishly adheres to his setting/worldbuilding (thereby restricting player interaction) it is a problem with worldbuilding and NOT the DM?
Hussar said:
As an aside, has anyone ever asked you this as a DM? I can't think of a single time I've ever had a player ask me this. Heck, it's usually an uphill battle to get the players to remember the name of the world we are playing in.
This is one of the first things I look at as a player when making a character. Ditto for most of the folks I play with (with a couple exceptions, although I suspect they would find it odd if there was no info on the world available too).
Hussar said:
Let me rephrase that in the context of someone who is putting adventure first:
Me: Ok what nations are there? Where can my character be from?
DM: Well, I'm trying something a little different in this campaign. What do you have in mind?
Me:Well, can I be from one that is kind of like ancient China?
DM: Hrm, sounds interesting. What kind of class are you thinking of?
Me: Cleric.
DM: So, like a Shujenja?
Me: Naw, I want to stick with straight cleric, but, I'm thinking more of a Buddhist sort of approach.
DM: Ok, that sounds fine. You don't really need a god with that, so, we'll just use a force. We'll have to hammer out a couple of domains, but that shouldn't be a problem. Really, I hadn't intended for any sort of Asian stuff in here, but, not a problem. We can simply say you are a fish out of water, from far away. Take a free language in something no one speaks. You'll be responsible for coming up with the religious trappings you feel comfortable with. You are a cleric, so, you should have some clerical duties, but, I trust you, so I'll leave that in your hands.
While I'd appreciate the opportunity to flesh out my character's religion, it doesn't do much to develop the setting we are playing in (I still know nothing about the world I'm playing in). Of course, being a fish out of water character, that would make sense. Might be off-putting for the other players though.
And for the record, I was going for a more Taoist-type priest, but that is neither here nor there.
Hussar said:
DM: Umm, I gotta ask, why?
Me: Well I want to get into my character.
DM: No, I mean, why are you messing about with this NPC? He's not important, and you're never likely to see him again. Why are you wasting the entire table's time with this? What do you want to get out of it?
ME: Ummm....
There's a problem with this? You, a complete stranger, walk up to a person in a town and ask if there are any problems. And you expect people to just pony up and drop plot hooks? Because you both happen to be clerics? At least gimme a gather information check, something, anything. Because, reading this, it looks perfectly reasonable to me.
If a DM responded to me in that fashion it would be the last night I gamed in one of his sessions. Taking five minutes to give me some interaction with an NPC and flesh out the setting is not going to derail the session. If anything it can help to fill the time while other players are looking up what they are going to buy for the trip (of course, I'd only be exploring this element if I was ready to go...I'm not going to hold up things after I'm done talking to the NPC b/c I haven't even looked at supplies yet).
Hussar said:
Again, we have the assumption that without detailed world building we are automatically railroading. Sorry, that's not true. World building and rail roading have nothing to do with eachother. Heck, my world built map could actually have this information on it and be precisely the same railroad.
Well I'm working on the assumption that the DM hasn't done any worldbuilding. The adventure map doesn't detail what is north and south of the forest and the DM is bad at improving. He doesn't want to try and figure out the trip around the forest and he wants the PCs to go through the encounters in the forest the adventure details. I'm trying to prove how worldbuilding brings depth vs going with "the barest threads of a setting". I'd say having options in completing your objective is indicative of depth.
Hussar said:
Now, since we're going adventure first, a better solution would be something like this:
DM: Is there anything you need to do in town besides supplies shopping?
Players: Nope, we're good. Just gotta buy that hard tack and oats for the horses.
DM: You stand in awe in front of the entrance of X. Vast stone columns lie broken like toys in front of a massive cave...
Players: Huh? What's going on?
DM: Look, when you watched Raiders of the Lost Arc, how much time did Indie spend in a shop getting food and stuff.
Players: Can't really remember.
DM: Right. Told you this was going to be different. You're in front of X.
Players: You mean we don't have to ponce about for three hours haggling with horse merchants like in Bob's campaign?
Bob: Hey!
DM: That's right. Straight to the action. Just like a Conan novel. Just like Star Trek.
Players: Hrmm...
I'm not really seeing how that is
necessarily better. If your group just wants to do a dungeon crawl and isn't interested in anything else then I'd say that is probably the best approach. If your group likes a bit of a build-up before the dungeon then I'd say you might want to flesh out the stuff provided in the adventure a bit.
When I ran Forge of Fury (or started to), I knew my group preferred the actual dungeon crawling to not be terribly protracted, so I wrote up some build-up before it that involved traveling with a ranger and a stop at an inn for the night. The inn had some interesting encounters come of it (thanks to a bit of worldbuilding beforehand) and generated a side-quest to foil some local vampires (that were actually human bandits pretending to be vampires-never thought I'd get use out of Terrible Trouble at Tragidore). I was also able to put a bit more development of the legends of the dwarven hold they were traveling to throughout the lead-up. When we got to the actual dungeon, the group felt like it was a living breathing location rather than a static dungeon (important to my group of gamers).
Hussar said:
Quick change on this:
DM: Well, it's a journal so it doesn't really say. It's not like there's an entry - Day 37 Decided to leave my journal behind.
Well, if I were running this I would have done some worldbuilding beforehand and worked with the info provided in the pirate adventure (assuming it has some minimal info on the pirates themselves). I've implied that this plot hook was tossed in by the DM and isn't a feature of the next adventure as written. Since he didn't do any worldbuilding he couldn't really answer anything about the clue beyond "it leads to the next adventure". If I was putting in a hook like this, I'd know who wrote the journal (probably not detailed in the next adventure since I invented this plot hook myself), why he wrote it and a little bit about the contents of it. I'd probably put some thought into the last journal entry since it can tell a lot about the setup for the next adventure (including some clues as to why the journal was left behind). If I had the time (and this would be a low priority), I'd probably even write out some of the pertinent journal entries as the NPC to add some flavour.
Hussar said:
Again, we have the assumption that without world building you force railroads, AND, now we have the assumption that the setting cannot possibly be consistent, that the setting is completely dependent on the whim of the DM at the time. Sorry, doesn't follow.
I'm going with this part of your quote here (emphasis mine):
Hussar said:
...you can run campaign after campaign, drastically changing setting, without doing any more work.
Now, I'll admit I am being a bit facetious here; my example is certainly an extreme one, but it is meant to illustrate how not paying heed to worldbuilding can lead to inconsistency. As far as the definition in the DMG is concerned, part of the point of worldbuilding is to ensure consistency. AFAIC, if you are ensuring your setting is consistent, then you are doing some worldbuilding.
Hussar said:
Because wasting the entire table's time on insignificant setting trivia is a good thing? Let me ask this, how many players, without meta game knowledge, would ask if there were any marriageable daughters around Sasserine? Part of prepping the adventure would be anticipating reasonable questions.
How is anything I suggested there insignificant setting trivia? I don't see how making the setting seem real is trivial-in fact it is the very definition of verisimilitude and the point I am driving at. Now if the group of players consider talking to NPCs a waste of time then I'd say it would be a bad idea to give the NPCs personality and character. But then again, I doubt I could play in that environment for long.
Hussar said:
Or, he could have realized that splitting up the party so that one player could hog lots of air time was pointless and since the scenes in the town were pretty much all exposition, he wanted to get to the action before Ted went to sleep.
So the party must always act in unison otherwise time is being wasted? If the players are interested in the town how is it simply exposition? And who said the cleric was looking to "hog lots of air time"? If the DM had done some worldbuilding beforehand, he could have handled a lot of what came up (since he isn't gifted at improv). I'm talking stuff like:
-A quick map of the world. A brief note on the major nations and where the core races fit in. This could be done in a page (two if you count the map itself).
-A more detailed map of the area where most of his adventures are going to be taking place. Assuming he is using unrelated adventures and not an AP, this will ensure consistency and allow him to know what possible ways the PCs might go to get where they need to be.
-A few details of the town they start in beyond what level of cleric it has and the max sell price for magic items.
What is the chief industry of the town? Let's say it has orchards. When the PC cleric asks about the agricultural challenges of the town, the NPC could say a) Not much, the apple harvest (or whatever) looks good this year. b) Not so great; we're having a lot of trouble with giant beetles. Either answer is just fine and both provide depth to the setting. The second can even be an adventure hook the party could look into.
What influence does the only church have on the town? This could dictate how the NPC reacts to the PC cleric. If they are the only religion in town because they chase out all others, then he will be defensive towards the PC. If not, then he might be glad to have another nature-oriented priest around.
Again, this is depth. Is it required for a dungeon crawl? Nope. Like I've said depends on what your group wants to do.
Hussar said:
Of course, this assumes that there was anything in the forest. How is this different than RC's assertion that good adventure design should kow tow to the players? If the players expect to find adventure around every hill, why bother making more than three hills?
Well, it was my assumption that the adventure had encounters in the forest. My bad for not making that clear up front.
Hussar said:
Can world building add depth? Of course it can. I would be an idiot to say that Forgotten Realms doesn't have depth. Good grief, it has so much depth it has its own gravity well. But, at the end of the day, who cares? Most of it is irrelevant. Square windows and all that.
Well my point of my post was to explain what I meant by "depth" in the context of D&D and how it relates to worldbuilding. If you don't value depth then it doesn't really matter then does it? But again, that is matter of taste and the subjective definition of "fun". I could have fun playing tiddly winks but that speaks nothing to the point of depth. Frankly, at the end of the day, *I* care about depth (although I'm not really a FR fan for other reasons). And that isn't any less valid than someone who doesn't and is looking to kill and take stuff. "Irrelevant" is dependent on your objectives and I wouldn't go tossing it around as a universal truth.