Desdichado
Hero
Uh... dude. That post you responded to--it's not there anymore.
And yeah, today is a slow day for me. What of it?
And yeah, today is a slow day for me. What of it?
Hobo said:Apropos of nothing; since I'm several days behind in reading this thread and don't even intend to catch up--worldbuilding can often lead to unanticipated plot points. Here's an example from my own campaign:
molonel said:He shares this perspective, now, and has changed his gaming style accordingly. I know people who are in his campaign right now, and he's made an effort to adapt more of a balance between world-building and character-building.
He's told me so, himself.
It was an acknowledged mistake.
Raven Crowking said:Then I will accept that this was a worldbuilding issue according to whatever definition the two of you were (are) using. I wouldn't mind seeing a bit more clearly how the two tie together, though, for the purpose of better understanding your viewpoint. I certainly agree that this sort of thing is a definite problem....one I would quit a game over without a second thought.![]()
Raven Crowking said:Anyway, I am wondering how anti-worldbuilding people feel about non-linear maps. Should a map channel you to every possible major encounter?
molonel said:I think the World's Largest Dungeon is living proof that extensive mapping doesn't necessarily make an adventure fun.
If players REALLY want to use maps, I can generally find something from an old adventure or 0one's Blueprints on RPGnow.com. But it's been a LONG time since I had players with graph paper graphing every. Five. Foot. Square.
And I haven't missed it, either.
Not in my opinion.Anyway, I am wondering how anti-worldbuilding people feel about non-linear maps. Should a map channel you to every possible major encounter?
Raven Crowking said:Am I correct in understanding that this DM had worked out the future continuity of his world? I.e., what would happen, as opposed to what had happened? Is this roughly the problem? Or is the problem that he wanted the world to remain static, as-is? I.e., he tried to prevent the world from evolving in response to PC and NPC actions?
Raven Crowking said:I don't mean having the players map; I mean maps that have multiple avenues that each have their own set of major encounters vs. maps that channel through a single set of major encounters. IOW, is the implicit player choice of the non-linear type a good trade-off for the extra work? Or do you consider that extra work a waste? Conversely, is the explicit lack of choice of a linear map too confining?