RC said:
If worldbuilding assumes X as an inherent and integral component, yes. If not, no.
For example, your statement that "Desert is bad because it rots your teeth, but if you brush after you eat and don't eat much of it, you can avoid rotting your teeth." demonstrates a lack of understanding of the language. Or of logic.
Dessert isn't be bad because it rots your teeth; not brushing your teeth after dessert is bad.
Reading Comprehension may be a good talent to develop, but so is learning how to write clearly.
I dunno, seems like quite a lot of people understood the topic without splitting the hair so fine. You didn't, but I hope it's now been clarified.
I believe that many people's experiences with this game are different from my own. However, I believe this only so long as those "experiences" don't defy logic. For example, if you were to say that when you play D&D, your dog sits at the table and joins in by making a character and telling you what that character does, I wouldn't believe that either. I would be willing to accept that you believe it to be true, but this doesn't make it true.
Nothing I'm doing defies the laws of physics, and isn't anything not done already on a daily basis by thousands of actors worldwide who either specialize in or occasionally adopt a persona in improv. It defies your experience, but that's part of life and learning, man: realizing your experience isn't exhaustive of all possibility (even if it is extensive).
This is a case of moving the goal posts when the previous position was shown to be in error.
You'll note that I never agreed with Hussar's idea that worldbuilding is exclusively defined as superfluous. Certainly bad worldbuilding can have that quality. My argument has always been an agreement with Harrison and the idea that this could apply to D&D, and my discussion has been largely about how much it can apply to D&D.
However, there is a real difference between something planned and adjusted to meet the needs of planning, and something you are pulling out of your nether regions at the game table.
Demonstrably false. Whether I plan ahead of time to have the Necromancer King backed by ghouls or just fit the CR to the party on the fly, the Necromancer King is still backed by ghouls. How I arrived at that conclusion doesn't matter to anyone at the table except me.
In the equasion N + X = 4, N and X could be a host of different numbers...all that matters is that they add up to 4. All the players see is that number 4. N + X could be anything.
ronseur said:
I say change the emphasis, tie your ego to a stronger moor than a world - instead of "Look at my epic and fantastic world, isn't it clever?" say, "Look at my epic and adventure-packed campaign arc, isn't it clever?" Instead of starting every campaign by choosing or building a setting, start with the encounters you want to run, the adventures you want to run, the campaign you want to run....and let the world go hang as the afterthought to support that campaign that it should be.
If this thread proves anything, it's that worldbuilding is a HUGE d&d sacred cow, and basically a good deal of the metahobby that keeps people playing D&D. I'm just suggesting a slight tweak: tie your ego and metahobby to the adventures and campaign arc, not the worldbuilding.
I'm on board with this. The idea that it's necessary to do boatloads of worldbuilding needs to get kicked to the curb, hard. It's been proven time and time again (in various other games, if not much in D&D): A game doesn't require pages of setting material. And it can be a wonderful game with as much verisimilitude, verve, richness, and depth as anything with a Tolkeinesque-level setting bible.
It ain't the QUANTITY, baby, it's the QUALITY.
Imaro said:
My point in the single sentence that you responded too, when taken in context with the rest of what I wrote, is that a good GM can find a way to make any aspect of his world building into an important element, thus his designs aren't wasted. Dungeoncraft is great advice...for beginners, but I've been playing long enough where macro-creation isn't a waste, it's a coherent and wide-ranging grouping of hooks, and adventures within a logical framework. YMMV of course.
How many of those hooks will be used this month?
This year?
Before someone moves away and the game is suspended?
Before you reach a level that the hook isn't well-suited for?
Before you need to tell players "you can't gain levels or be warforged or learn teleportation because my pre-planned adventure hooks can't handle it?"
Before it's either wasted effort, or setting-level railroading?