rounser said:And you're engaging in wishful thinking by pretending that there isn't a whole stack of evidence from multiple authors against your position that worldbuilding for worldbuilding's sake isn't a waste of time in terms of actually preparing for a game. Dungeoncraft et. al. are all arrayed against you.
You're setting up a strawman here by saying that "my position" is in favor of "worldbuilding for worldbuilding's sake". First, I've never suggested that I'm in favor of anything of the kind. Second, you're defining "worldbuilding for worldbuilding's sake" as "the kind of worldbuilding you must engage in if you disagree with me". Neither of those is very conducive to a useful conversation.
Again, it's wishful thinking to suggest that encounter level adventure prep is just worldbuilding, when the contents of any reasonable setting book apart from the Wilderlands contains nothing but macro level stuff you're so enamored of. Because encounter level prep is all I've mentioned.
Please explain to me how encounter level prep isn't worldbuilding. Please also explain to me how creating multiple potential adventure hooks, having a pre-created hex wilderness with pre-placed encounters and incorporating the lead-ins for pregenerated adventures from Dungeon magazine into the campaign aren't all worldbuilding.
Just to be clear, I'll quote the exact remark I'm referring to.
rounser said:You couldn't be further from the mark. I'm all about dangling multiple hooks in front of the PCs, and having multiple prepared adventure areas available which the PCs can choose from...even hex wilderness with stuff they can "stumble across" at encounter level. I use Dungeon adventures as a crutch for this, but they're extensively edited down (there's a lot of stuff you can cut out of these).
Again, I think you're engaging in synechdoche by saying all worldbuilding is macro-level worldbuilding and ignoring the fact that all the stuff you're calling "encounter level" and "setting" is also worldbuilding.
regardless of the constant suggestions that a setting which supports adventures is fine, and a much better alternative to worldbuilding for it's own sake.
Why isn't it equally reasonable to say that creating a setting that supports adventures is, in fact, worldbuilding and that what you are comparing here isn't worldbuilding and "something else" but examples of good and bad worldbuilding?