Why Worldbuilding is Bad

Unless you've recently edited Wiki to match your whack-job definition of world-building as "setting creation that won't be used in an RPG session", then you're just lying through your teeth here.

And if you have edited Wiki to say that, then we're just dealing with another variety of intellectual dishonesty here.

Wow, just, wow. That someone would actually conceive of someone else going through the trouble to edit the wiki when that person has already quoted the entire wiki entry is just ... wow. Dude, a little less caffeine might be helpful.

Your conclusion here is completely fallacious.

If I need to spend X amount of time crafting a setting and Y amount of time crafting an adventure, then my total prep time is X + Y.

If I, instead, purchase the setting material then my prep time is merely Y.

Clearly, purchasing the setting material DOES make my life as a DM easier.

Really? Spending all the time and effort trying to fold your adventures into the framework of a given setting isn't adding to your time? Having to rewrite modules to go from generic setting to Eberron isn't adding to your workload?

Uhh... No. It doesn't really matter how often you repeat this absolutely absurd assertion, it doesn't make it any more true.

Umm, how many people do I have to quote? Just because you fail to click through links provided and read quotes, doesn't mean that they don't exist.
 

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World building is bad because you should just use the Scarred Lands! :D

(I waited for about 105 posts to say that!) ;)
 

Hey Nightfall. I've been waiting for that. ;)

Y'know, in this thread I've been accused of misrepresenting people's ideas, I've been accused of having learning disabilities, and now I'm being accused of perpetrating fraud in order to make my point. If you guys have such a strong case, then why resort to all the ad hominem attacks? Perhaps you think that it helps your case to attack me rather than my ideas?

We've managed to go almost a 1000 posts without having a single mod warning. Let's not break that shall we? If you disagree with what I say, talk about that rather than accusing me of rewriting the wiki in order to make a point.

I think you just stated how it was done in "the beginning." I recall folks often started with an adventure+village. A few more adventures were added, questions were raised about the wider world or players went off on a lark. All of a sudden a world, or at least the framework of one, was needed.

Well, yes and no. X1 is a pretty early module yet contains an overview of what would become Mystara. Most of the classic Greyhawk modules, like the GDQ series do spend a fair bit of time world building. Even something like Hidden Shrine of Tomoachan talks about a number of world building issues. The idea that we need a framework of a larger world has been around for a very long time.

What I'm suggesting is that perhaps it isn't necessary. Skip it. Don't worry about the world when designing a campaign. Go straight to the adventures. Start with a theme and design around that. Once you've got your main arc, add a couple of side arcs that can be scaled along the way. Then go back and add any setting you really need.

No matter what you do, you have to have adventures. We can all agree on that. What I'm saying is that you don't need to do bottom up (start with a village) or top down design. Do adventure design and go from there.
 

Hussar,

You?!! Accused of misrepresentation?! Never!!! *is only SLIGHTLY kidding*

But yeah I waited for it before posting. Mostly because I'm saving it now for every...20-30 postings. ;)
 

Ok I don't post very often here, and the few times I have, I've tried my best to be respectful and polite and still have somehow rubbed people the wrong way, so I apologize in advance if I offend anyone. I assure you it is not my intention to do so. :)


I've been following this thread from the beginning, and most of it seems to be from the perspective of the dm, which isn't surprizing, since world building is mostly a dm issue. However, I feel compelled to present this from the point of view of a player, more specifically, me (since my point of view is the only one I can speak to with any authority).


Is worldbuilding necessary for a good game? No, not necessarily, and I certainly wouldn't try to tell someone that they are required to do all that work for my enjoyment, that having been said, if they want to do it, I say "Yes, Please"

1. World background for me to look at and get an idea of the mood of the game? Yes, Please.

2. World background for the party to look at pre-character creation to spark ideas for those of us who have a hard time thinking of them, and to let us all make interesting characters that feel like they all came from the same planet? Yes, Please.

3. Interesting places, people and organizations for me to interact with, either in the context of the adventures or in the downtime between adventures? Yes, Please.

4. Knowing what's over the next hill if my character would know because I read the campaign handout, and not having to ask the dm every five minutes "Is there anything I would know about that?" Yes, Please (keeping in mind that metagaming is bad, I'm not gonna claim to know things I think I have no way of knowing, yadayadayada)



Now to answer a few rebuttals to this that I can see coming already. Is world building necessary for these things to be there? Well, it depends. It depends on the dm, and it depends on the players. The players all have to be on board to create a cohesive party for example. I just find that it's easier when it's spelled out in advance, on paper, what the world is like, that way everyone starts on the same page, and can ask for a change to something they don't like, instead of making a character that they think will fit from the 2 sentence blurb they've received, then finding out 3 sessions in that it doesn't work.

Also I'm sure a few people will say they can make up all the people, places and organizations they'll need on the fly if they are necessary. I won't say they can't, I've seen dm's who can do that and do it very well. However, what about the times when you don't know they're needed? I mean, if an organization is already detailed, I as a player may decide to go to them for help and training, or decide that the current adventure/dungeon/macguffin is something they'd be interested in, or come up with some other wierd idea for how they're involved in the current plot that you as a dm hadn't thought of. I could be way off base, I could be wrong, but it'll sure be fun to find out!! If those organizations aren't pre-existing though, I probably won't come up with any of those ideas.

Wow, this is getting long isn't it? Well, let me just close with saying what I'm not saying. I'm not saying the pcs shouldn't be able to affect and change the world. Entirely the opposite in fact, they absolutely should. I'm just saying that, as a player, I like to have a good bit of the world defined, so that I can make a character that has a place in it, in a party that has a place in it, and then I can go work on making my place bigger, try to change the things that my character doesn't like, and all in all, interact with the world that is there in ways that were never planned or expected.

Smackfish
 

A recurring theme I see is that if you don't do world building, you automatically start creating things on the fly. I disagree. You can do a huge amount of prep without doing any world building. However, this does go back to the whole disagreement of what world building is.

For me, if that organization/place over the hill/person is necessary for the adventure, then it's not world building. Earlier Celebrim said that placing all elements in a MMORPG is world building. I strongly disagree with this. SImilarly RC is claiming that world building is going from generic to specific. Effectively this is the same arguement.

Both boil down to this: Unless your campaign is a flat plain of indeterminate substance, you are world building. If the placement of every tree in WOW is world building, then setting= world building. If putting a hill there is world building, then, well, that doesn't leave a whole lot for setting to do.

I fully support the idea that you need setting. That's completely necessary. Setting adds all sorts of things to the game. Tone, feel, tactics, inspirition. What I'm arguing against is what I'm calling world building - not simply placing that hill just there, but explaining how glaciation caused that particular feature 40 thousand years ago. Putting a tree here isn't world building. Detailing how that particular breed of tree is actually somewhat out of place and was planted there as an experiment by a druid 100 years ago is world building.

You don't need to make anything up on the fly. I'm absolutely pants at doing that sort of DMing. I LIKE being well prepared. But, what I've come to realize, and this is probably why I like the idea of adventure paths and campaigns in a box, is that most of the setting books are there are pretty much superfluous. Even running a hardcore Scarred Lands game will only use a small fraction of the books for SL. Unless, of course, you engineer the campaign so that you get to use all the books.

But, that's precisely what I'm arguing against - placing setting ahead of adventure.

Smackfish, I agree with you 100%. You need some background information before you can create characters. But, again, I call that setting. It's needed. However, having seen character background after character background lie mouldering in the back of people's character binders, I would say that the idea that you must have background is highly overrated. Instead, why not tell the players the theme - "Guys, we're going to do a dragon hunting campaign. Most of the adventures are going to feature dragons in some form." and let the players create characters from that?
 

A recurring theme I see is that if you don't do world building, you automatically start creating things on the fly. I disagree. You can do a huge amount of prep without doing any world building. However, this does go back to the whole disagreement of what world building is.

Probably true, and seems to be where the fundamental disconnect in this whole dicussion lies. I would suppose that it's because many people, when writing their setting, call what they are doing world building. It rolls off the tongue better, and to them, more accurately describes what they are doing, plus it just sounds cooler. :cool:

For me, if that organization/place over the hill/person is necessary for the adventure, then it's not world building.

I guess that's one of the points I was trying to make, although I think it's been stated before upthread, ie, that some things that aren't necessary to the adventure, per sae, can still make the game fun, and it's hard to know in advance what a player is going to latch onto and make a more central part of the plot than was planned. I as a player love doing that, partly out of a perverse pleasure in surprizing the dm occassionaly and making him scramble a bit like he does to the pcs all the time :] If all that's there are the things that are necessary to the adventure though, that becomes more difficult to do.

not simply placing that hill just there, but explaining how glaciation caused that particular feature 40 thousand years ago. Putting a tree here isn't world building. Detailing how that particular breed of tree is actually somewhat out of place and was planted there as an experiment by a druid 100 years ago is world building.

You have an excellent point here. Let me just say that I've never seen a dm go into that kind of detail, at least not that he'd let the players know about, so it's kind of outside my experience. As a side note let me mention that in college one of my gaming buddies was a Botany grad student, and loved to play druids, and at one point the dm described some trees in a particular area that just happen to be the wrong type of trees for that climate. Instead of just pointing that out, he, in character, stopped the party to examine the trees, casting all sorts of divinations and such, while we all looked on wondering what was so special about these trees. Turns out he honestly thought the dm put them there, out of place on purpose as a chance for his charcter to shine for a moment, and that those trees being there were a very important clue, if he could only figure out what it was. Take from that what you will, I just thought it was a funny story. The look on both of their faces was pretty priceless.

You don't need to make anything up on the fly. I'm absolutely pants at doing that sort of DMing. I LIKE being well prepared.

That part wasn't precicesly directed at you, there was an argument about that earlier though, so I thought I'd address it instead of waiting for someone else to call me on it. ;)

But, what I've come to realize, and this is probably why I like the idea of adventure paths and campaigns in a box, is that most of the setting books are there are pretty much superfluous.

I certainly agree with that, at least when it comes to game time. I do like them for character creation, for instance, in Iron Kingdoms, I can just tell the dm "I want to play a Llaelese Gunmage, basically the dashing younger son of a noble family displaced by the Khadoran occupation" and we're both right there on the same page. Of course the choice of Iron Kingdoms is deliberate, if there ever was an example of world/setting building done right, then IMNSHO that's the one. ;)

However, having seen character background after character background lie mouldering in the back of people's character binders, I would say that the idea that you must have background is highly overrated.

I totally agree with this -- if you're not going to use your own background, why write it? I like to help the dm out on that, by writing proactive character backgrounds, not just reasons why my charcter became an adventurer, but things that actually motivate him/her in game. To use my Laellese Gunmage example again, His family is displaced and now poor, he needs money. He's nobility so any roleplaying encounters with the lower classes are likely to be strained, and interactions with Khadorans are likely to be downright hostile. During downtime I might seek out representatives of the Laeallese underground and do what I can to help them, if we're not in place where I can do that I'll probably try to send money to them from time to time. Over all, making my charcter history part of the story is only, once again IMNSHO, only about 25% the dm's job. It's my job as a player to chase that, to take what I've put there in the past and make it a present concern and a part of the character's life. If I'm not going to reference it at least once in a while, then I don't blame the dm for not going there.

Instead, why not tell the players the theme - "Guys, we're going to do a dragon hunting campaign. Most of the adventures are going to feature dragons in some form." and let the players create characters from that?

That would definitely work, although I've never had a dm do it. I still like more than that to build on, but the best part about worldbuilding or setting or whatever you want to call it for me is when I as a player can get involved too. If something in the background strikes my fancy and gives me an idea, I love the interaction that comes over email or sitting down at IHOP over coffee and a big plate of pancakes with the dm and together fleshing out a culture that he hadn't detailed as much, or that I had a few different ideas for, until we're both happy with it. I love in depth charcter motivation, because like you I love being prepared, even as a player. I don't always think fast on my feet, so the more I know about a character's background and culture, the easier it is for me to act and react in a consistent manner, and to have an answer when the dm says "Ok you guys have some free time in town x, what are you doing?"

Overall, Hussar, I think we agree on a lot of things, just that we say it in different ways. TBH i just thought I'd break it up a bit and come at the question from a player's perspective :)
 


Hussar said:
Now, where in there does it not say that world building is far more than simply setting construction? World building is a very specific process. It's CREATING A WORLD. Geez, I know that taking the literal definition of a phrase is a really whacked out concept, but, come on.

World - a big place where everything is.

Building - to make something.

World building - to make a really big place where everything is.

Hussar said:
Only if you assume that you only world build if you have a complete product. If the process of world building is creating an entire world (note, world here doesn't necessarily mean planet, it could be larger or smaller depending) with as much detail and history as possible - following the six steps outlined above - then you would be wrong.


So, does worldbuilding require you to create a world or not? It's these shifting definitions that make this discussion difficult.
 

So, does worldbuilding require you to create a world or not? It's these shifting definitions that make this discussion difficult.
Let's make it simple for you:
Yes, worldbuilding is creating a world, but you probably won't complete the task. Therefore, there's nothing contradictory about what Hussar's said, despite your wishes otherwise.
 

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