Hussar said:
Wow, took this many pages to bring in the comparison to video games Godwin. Nice.
Uhm...didn't rag on videogames, so not really seeing what the problem of using videogame rpg's in this discussion...but ok.
Hussar said:
Look, I've said it before, but I'll say it again. I am not stating that setting is bad. That would be stupid. You need a setting, whether it be a massive dungeon, outdoor wilderness or steampunk city or whatever. That goes without saying.
However, the idea that adventure design is all important is by no means an archaic concept. You cannot play without an adventure of some sort, even if it's just a blank sheet of graph paper and a random encounter chart. At some point you would have to create that random encounter chart and thus, setting.
Never disagreed about needing an adventure, my disagreement is with the all or nothing idea that you and rounser seem to be pushing that...worldbuilding is a waste of time...so I'm not getting how this in anyway addresses worldbuilding being "a waste of time". I personally don't think either is a waste of time and both complement each other in the type of games I play.
Which is a far cry from D&D in it's beginning when there ws no "real setting" and it was a bunch of adventure released. Very little coherency, no real context...unless you got a series that ran in an arc. That was great when I first got into the game, but as you grow to want more than just encounter after encounter...settings appeared. This was an evolution of the game, for those who wanted more out of it, whether through a home-brew world or published campaign.
Hussar said:
You can have all the setting books in the world but, without an adventure, what you have are some pretty books. Until such time as you sit down and do the nuts and bolts of designing an (or several) adventure (or adventures), nothing is going to happen at your gaming table. No matter how you slice it, adventure design is the primary purpose of the DM. He can write all the backstory to his campaign world that he likes, but, until that adventure gets made, nothing happens. All the players can do is ooh and ahh about how smart their DM is to create such interesting campaign worlds.
Not exactly my idea of a fun night.
Once again you seem to be under the impression that I think adventures are a waste of time...no, I've never posted anything on this thread to that effect. I have addressed the issue of worldbuilding as a waste.
Ok, you don't like videogames, well let's go to boardgames. What do you get out of your prescribed "way" of running a campaign without worldbuilding, that you don't get with a boardgame like Descent? It gives you encounters, ever changing adventures and is even cheaper overall than buying the D&D core.
Hussar said:
You mention top selling video games. Do people play World of Warcraft to be wowed about the history of Azeroth or do they play to kill stuff and take the treasure? I'm thinking that if you removed the combat aspects from FF or WOW, you wouldn't have too many players. While Myst was fun for a while, it certainly never approached the levels of popularity that WOW has.
Switch and bait cool I was talking Final Fantasy VII, which as of Dec. 2005 sold 9.8 million units while as of 2007 WoW has 8million subscribers...FFVII is still beating it in popularity(and it's only one of a series of best selling games. The funny thing is it's MMORPG didn't do all that great, something like 500,000 subscribers. I would have to concur that part of this is people totally dissapointed that it doesn't give them a "FF experience"). The one player games are full of extraneous stuff...but you know what, people apparently loved it. Otherwise why are they buying it? My own oppinion is it gives them a feeling of being part of something bigger. Oh yeah and don't kid yourself WoW definitely has worldbuilding elements in it.
Hussar said:
Again, once more.
Setting =/= World buiding.
All stories have setting but not all stories have world building, thus there must be something different about the two. IMO, the difference is how relavent the ideas are to the plot of the story. If it is relavent, then it is setting, if it's not, or at least not terribly, relavent, then it's world building.
So what is it if you as a DM make it relevant, even though it might not have been before? I still believe your argument is flawed in the assumption that a good DM can make any part of his world relevant to the adventures and the PC's
Hussar said:
So, again, there is a spectrum. At one end you have numerous stories with little setting at all and at the other you have books which are all setting like the Star Trek Tech Manuals. World building is an indulgence. It is mostly unnecessary.
No disagreement here, because in my oppinion it's the balance of both that make a great game. YMMV of course.