Imaro said:
Again...ASSUMPTION OF PLAYSTYLE. Why does the existence of a setting book automatically determie how it's information will be used? Do any published settings actually say "don't change anything.", my experience is the opposite. You are making numerous assumptions based off...well actually nothing but ancedotal evidence. I don't really think most DM's slavishly keep their world or a published setting from changing. Maybe you should do a poll so we can actually have some basis to refer to when you speak about these things.
Really? Look at sites like Canonfire! or Fargoth, or a multitude of others. I've seen people on EnWorld specifically say that when one person added flying ships to Forgotten Realms that he wasn't playing the Realms anymore. (sorry, no linkie) There's a huge amount of chatter on setting canon that flies around. Try starting a thread that states you think that demons were created by the gods and see what happens.
Darth Shoju said:
Really man, that's gotten old. In my experience I've never had a setting or worldbuilding hinder my fun at the gaming table. There's no reason that any DM worth his screen can't run an enjoyable game using *any* setting. Frankly the game you describe sounds potentially fun until you've run through the generic adventure archetypes. At that point it seems like it would get repetitive and boring. If a DM had nothing more to offer me than the same adventure types I'd be done with him (or her). If that was all D&D was about I'd find myself a new hobby (or at least a new RPG).
Really? So, I can play my modified Warforged Ninja at your 7th Sea game no problem?
Or Imaro's anecdote, which I've seen similarly presented by other people in other places?
Let's see WOTC publish a book about the planes which contradicts canon and see what happens. Or a book which destroys half of Greyhawk and then brings it back in a new form.
Oh wait, that was done fifteen years ago and people still bitch about it.
Darth Shoju said:
So are MMs useless? Is it a waste of time and resources to publish them?
Sorry, working backwards here. I would say yes. Most monster manuals are a complete waste of time. A book which only sees about 10% use in play is by and large, useless wouldn't you agree? The search by WOTC for monsters with traction shows how bloated the monster field is right now. People complain about feat bloat, but, come on, right now, there's THOUSANDS of monsters in print just for 3.5 edition. Most of which will never see the light of day.
DS said:
No you're probably not alone. However I use my character's background every session. It informs nearly every action and reaction he makes. The little details I tossed in based on his culture have come up repeatedly and I (and the other players and the DM) have enjoyed them quite a bit. But if I had just created what I needed to play in the adventure (which would involve almost no character info beyond stats really) then none of that would have existed.
And, again, you've made your setting relevant. Fantastic. That's how it should be.
Raven Crowking said:
Originally Posted by Hussar
But, I'm also being told that in order to have a campaign with depth, I need to do a complete gazateer, even for the 95% of stuff that I'm not going to use.
Link, please.
http://www.enworld.org/showpost.php?p=3515172&postcount=732
You're welcome. (Note, it's been a while, so, I've added my original line to the quote.
Apparently, without setting bibles, we are constrained to only play meaningless dungeon crawls without any context. It is only through world building that we gain any context in the adventures.
Celebrim said:
This is one of those things where I disagree with the consensus position of both sides of this debate. While I absolutely agree that Wolfe has some of the coolest invented worlds in fiction, there is very little evidence that Wolfe uses a world building process to create them. I mean, there is some evidence. In book of the Long Sun, Wolfe has obviously done some math on the population that is sustainable on his world using certain assumptions, and he does some enumeration within the story as part of the revealing of what is really going on because in context only the world's enumeration can meaningfully shift the reader's context. But by and large, I see no evidence in Wolfe that he relies heavily on world building as I understand the term, because Wolfe seems to have relatively little desire in seeing his world 'hang together' in an orderly fashion. If you scratch his story, I think you find his setting is only plot deep. In this fashion, I disagree with both sides consensus position. Yes, you can generate an elaborate setting without a world building process, but the mere fact that you can does not render world building useless, bad, or justify the claims Mr. Harrison made directly or indirectly.
Celebrim, isn't this pretty much what I've been saying all the way along? That you can create deep settings WITHOUT world building?
Now, I've gone a step further, true, and stated that I find world buildilng to be an indulgence, but, is that where our differences lie?
Ok, I'll try to give an example of how you can do setting without world building. Take the difference between Sword and Sorcery Press' Shelzar: City of Sin and Mystic Eye Games' Urban Blight.
In Shelzar, you have a couple of hundred page setting bible that's pretty much par for the course. Map, several pages of history, hundred or so keyed locations, important NPC section, and a few other odds and sods. Pretty much bog standard setting bible. Nothing too original here. This I would call definitively world building. It contains all the elements of world building by definition.
In Urban Blight, you have 20 encounter locations that can fit into any city. The locations don't really have any plot to them, although some are suggested by the location - ie. the gambling house would likely have some sort of gaming plot. The locations are each self contained and are only linked by the fact that they appear in the same book. Each location is scalable for various levels and are immenently reusable. To me, this is placing adventure ahead of setting.
Imagine if a setting bible city book were presented in this way. Instead of bog standard setting book, you have a couple of dozen high point adventure locations to be fleshed out by the DM. You can link them together by including references within the locations which showcase the setting. Each location can be used and reused and the DM can craft any adventure he feels he wants simply by mixing and matching the locations.
I think this is the kind of thing that Rounser is advocating. Instead of having a 200+ page setting bible appear for pretty much every setting out there, change the format to adventure location books, as specific as you wish them to be, so that the world building that occurs serves the adventure.
To me, it's the difference between Sasserine and Farport. Sasserine will only see a small, tiny fraction of the information available actually used in a given campaign. The fact that one of the plantation owners who lives a days journey from Sasserine has a hot daughter and six strapping sons will likely not come up in play. OTOH, every NPC that appears in Farport has a fairly high chance of seeing play. The history of the Isle of Dread is tied to the main NPC's mother and the players have her journals in their greedy hands. Setting is tied to adventure, rather than simply mooching around bumming smokes.