Hussar
Legend
Raven Crowking said:Does this include the nobility of Sasserine? Does this include the DM background that players can never discover (something I'm not familiar with, btw; whyever couldn't the players discover it?)?
Again, strawman. I did not say that they could NEVER discover it. What I said was that the chances of the nobility of Sasserine becoming involved with the party is extremely small. You are the one advocating that the players can interact with kings at first level.
You might also consider the Dungeoncraft articles related to a prehistoric setting, which (while suggesting not building more than you have to) certainly suggests that you build up details such as what sorts of gods are in the world, how the hook of the world affects PC class/race choices, who's in charge of the settlement, and background secrets that the PCs may or may not discover through the course of play. IOW, all of those things that some in this thread believe unnecessary or a waste of time.
Actually, yes, I would consider a lot of that completely unnecessary and a waste of time. You DON'T HAVE TO DO IT. You can run perfectly fun games without it. It's setting porn.
rounser said:You may consider this an admission of the "bad worldbuilding is bad" tautology, but I'd call it the "most of what is considered worldbuilding will probably never see play in a meaningful way, unless it's anchored to an adventure or otherwise affects the PCs directly."
I <3 Rounser.

Ourph said: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.
Because you are conflating setting with world building. Any adventure needs encounters of some sort, just as any story needs setting of some sort. What adventures and stories don't necessarily need is world building.
If I have a dungeon with a simple T junction and two rooms, there is a reasonable chance that the PC's will visit either room. Thus, I need to stat out both rooms, even though the PC's may not visit both. However, in order to have a setting at all, I still need to do both rooms. However, where world building would come in would be if I added a third room, only accessable by a massive DC (far higher than the PC's are capable of), completely hidden from view. Sure, the PC's could return later and open the door when they are higher level, but they have no reason to do so. It's superfluous. It's world building.
Setting and world building are not synonymous. Conflating the two is what is causing all the problems. If something is where the action happens, then it's setting. If it moves beyond where the action happens, then it's world building. There is no cut off here. There is no magic point where the canvas becomes a painting. There is merely a spectrum from one end to the other.