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Why Worldbuilding is Bad
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<blockquote data-quote="I'm A Banana" data-source="post: 3458845" data-attributes="member: 2067"><p>So, people are saying it doesn't apply in D&D. Why not? Does it not still literalize the need to invent? Does it not give unnecessary permission for the acts of game writing and game playing? Does it not numb the ability of the player to do their part of the bargain, because it believes it has to do everything around here if the job's to get done?</p><p></p><p>Is it technically necessary for D&D in a way it isn't for writing? Is it not the great clomping food of nerdism, trying to exhaustively define a place that isn't there? Why would a good DM so exhaustively define something that doesn't exist? Is it ever really possible? Do players interact with everything the DM designs? Doesn't the worldbuilder's "psychological type" still imply that their setting is a hallowed place of dedication and lifelong study?</p><p></p><p>[sblock]</p><p>My own view is that it's more necessary in D&D, because you don't lead players by the nose in the same way you lead readers by the nose as an author, so you do need to create more than what's right in front of them. Specifically, you need to create what's all around them, so that they can go back or to the side and there's still something there. Though I do think the idea of exhaustively cataloging a place that doesn't exist leads to immense volumes of effort that is largely wasted in the game, and is more about the DM having fun creating than about the needs of the campaign.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3458845, member: 2067"] So, people are saying it doesn't apply in D&D. Why not? Does it not still literalize the need to invent? Does it not give unnecessary permission for the acts of game writing and game playing? Does it not numb the ability of the player to do their part of the bargain, because it believes it has to do everything around here if the job's to get done? Is it technically necessary for D&D in a way it isn't for writing? Is it not the great clomping food of nerdism, trying to exhaustively define a place that isn't there? Why would a good DM so exhaustively define something that doesn't exist? Is it ever really possible? Do players interact with everything the DM designs? Doesn't the worldbuilder's "psychological type" still imply that their setting is a hallowed place of dedication and lifelong study? [sblock] My own view is that it's more necessary in D&D, because you don't lead players by the nose in the same way you lead readers by the nose as an author, so you do need to create more than what's right in front of them. Specifically, you need to create what's all around them, so that they can go back or to the side and there's still something there. Though I do think the idea of exhaustively cataloging a place that doesn't exist leads to immense volumes of effort that is largely wasted in the game, and is more about the DM having fun creating than about the needs of the campaign. [/sblock] [/QUOTE]
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