Raven Crowking
First Post
Kamikaze Midget said:Anyone can do what I do.
That I agree with.
What I am skeptical about is that what you do is as good as you think it is.
Kamikaze Midget said:Anyone can do what I do.
That I agree with.
What I am skeptical about is that what you do is as good as you think it is.
KM, who are these numerous sources...One was listed as pertains to D&D, as far as a writer stating that, he's writing and knows exactly what's needed to tell his particular story. He doesn't have to improvise or create something because his protagonist decided to go in direction A instead of B. I actually think the usage of an author's oppinion on this has nothing to do with playing a game and has been used out of context for no good reason.
Alright, I'll give you this: Something like deciding on the stock of a magic item shop is directly relevant to gameplay (i.e. it is involved in deciding what the PCs have on their persons), and is not an adventure. The problem is that a lot of what falls under the heading "worldbuilding" will never see play in a way like this, and may "support play" so indirectly that the players might never notice if it had never been written, or might "meh" it away as being of no relevance to them because it's not relevant to the adventure and the campaign, only relevant to the world.Wouldn't it be more accurate to say that what is useful is something that supports game play....
Kamikaze Midget said:My players are all fantastically happy, interested in the world and their characters, come back week after week, and compliment that I'm the best DM they've ever had, in a variety of different groups with a vast menagerie of personality types and backgrounds of players and play styles.
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."
Because it's emphasised as a metahobby by so many DMs, above and beyond what is actually useful as game prep - more as a "game within the game" where the objective is to create and show off some sort of verisimilitudinal magnum opus of worldbuilding genius through the convenient medium of a D&D game...as opposed to the more pure goal of running a fun campaign, and sod the "look at my cool world" ego-based stuff.Why single out worldbuilding?
Kamikaze Midget said:You build worlds to tell stories in D&D.
You build worlds to tell stories in fiction.
rounser said:I've played in several campaigns which have yielded yawns because the main event is the DM showing off his world, with worldbuilding occupying the lions share of time and effort in development, and adventures as a threadbare backburner afterthought.
This is unfortunate, because the adventures are what the players actually end up playing, not the world. I think a good deal of "bad GM" behaviour can be traced back to putting worldbuilding first and foremost at the expense of other priorities.
Yes, many is the time I've yawned at an FR campaign that "needed more Drizzt", or had my character say, "Don't worry, Elminster will fix it", and had him sit down to wait for Elminster to turn up and do so, only to find that didn't actually end up happening. That waiting got rather boring, and I yawned a great deal. I had to check with the DM that the game was really set on Faerun.And I have run into DMs whose campaigns (and writers whose novels) have yielded yawns because the adventures are not grounded well enough into the world in which they are supposed to take place.