buzz
Adventurer
I nominate this for best Quote of the Thread. Nail, head, hit.ThirdWizard said:World building is not verisimilitude and verisimilitude is not world building.
I nominate this for best Quote of the Thread. Nail, head, hit.ThirdWizard said:World building is not verisimilitude and verisimilitude is not world building.
Imaro said:What good is it if I've prepared the Lost Tomb of Ansakor, if the PC's instead want to spend a session jockeying for political position amongst the decadent nobles of Algoth Doure?
The world-building gives a canvas upon whic the PC's are free to paint whatever picture they want.
A pre-made adveture however seems to have already painted the picture and gives the illusion that the PC's have free will.
If all I have for the night is the Caverns of Maegoth Wold detailed then I've essentially forced the PC's to go into those caverns...If I've built the island of Maegoth Wold then the PC's have way more freedom in what type of adventure they want to pursue, they're motivations, passions, and interests direct what part of the island they explore or interact with instead of what I planned for them to interact with.
Reminds me of a discussion many of us here had a week or two ago. This is also being discussed over on Story Games.Kamikaze Midget said:Sci-fi writer M John Harrison tells you why you don't need to spend hours crafting your campaign setting...
buzz said:The players need something to do far more than they need something to look at. The amount of time and effort the latter merits will depend on what your group as a whole prioritizes in play.
Raven Crowking said:This explains its lack of popularity, and must be the reason why it was voted the best book of the 20th Century.![]()
When I first saw Star Wars as a kid in the late 80's, there were other sci-fi movies that had come out in it's wake. There were flashy movies with cool special effects, there were fine novels and good stories to be told.Hussar said:Star Wars isn't incredibly popular because of the setting. It was incredibly popular because its a damn good story with special effects that no one had ever seen before.
edgewaters said:Detailing the microcosm in which the players find themselves is a matter separate from worldbuilding. There's a very important distinction between worldbuilding and detailing a small kingdom.
Prophet2b said:Tolkien is only one example. Robert Jordan's Wheel of Time series is a great example of a story that takes place in a world - a world that he created, planned out, and is still planning out. Terry Goodkind's Sword of Truth series is another good example. For a Sci-Fi example, just look at Serenity (okay, so it's not a book, but it's still a story) - Joss Whedon put a ton of work into the world that was never seen on television, and may never have been seen. Or Star Wars for that matter... huge world (an entire galaxy) surrounding a "small" story, which is one reason fans have found it so easy to continue to the storyline - they have a context from which to draw upon (even if the subsequent books aren't all that great of literature - the world context is still there, and Star Wars would have sucked without it).
edgewaters said:First off, detailing the Lost Tomb of Ansakor isn't worldbuilding. Worldbuilding is just what it sounds like - world building.
edgewaters said:Second, if you've been playing with the group in question for a while, you should have a good idea of what they plan to go about doing next, and prepare accordingly if you feel that it would be helpful.
edgewaters said:Well, not really. It's a canvas that's already been painted, usually without any player input. IMO world-building happens during the course of a campaign, if you haven't nailed everything down. There's little room for that if you've already determined everything.
edgewaters said:Ah! Not so. This is only true of story-driven adventures where the players are assumed to be doing such and such for the story to continue.
edgewaters said:I don't really see any difference here. One is wilderness, the other is a dungeon, and they can potentially ignore either and go elsewhere unless you forcibly prevent it.
edgewaters said:Likewise if you look at early modules like Keep on the Borderlands or Secret of Bone Hill, the players are free to have the type of adventure they want dictated by whatever their "motivations, passions, and interests" are. They could have an entire adventure without even going to the dungeons, and the module supports it. The dungeon is just there and its probable they will go to it, but hardly necessary; the town is detailed just as well, and they can explore or interact with it as easily as with the dungeon if that's what they want.
edgewaters said:This has nothing to do with whether the adventure takes place in a few square miles or in a few thousand square miles, but whether or not it is story-driven. If the DM has already written the story of what the players are going to do, then their freedom is limited.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.