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Why Worldbuilding is Bad
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<blockquote data-quote="Emirikol" data-source="post: 3458872" data-attributes="member: 10638"><p>DM's would do well to heed this advice. I've been in campaigns where DM's sit around and design places where PC's will never go and never interact with meanwhile ignoring the most important thing: THE ADVENTURE. It's like designing a dungeon with a bunch of rooms that arent' accessable not related to any plot or interesting exploration whatsoever. It's like starting a campaign at first level and starting your levelled dungeon design at the 30th level of the underdark. If it's not part of the plot, don't waste your time. Time is precious.</p><p></p><p>That said, a DM must consider that he needs to present enough information for players to feel that they are "somewhere else." Those things would include: MAP, list of countries, short bio on any countries that the PC's may know something about, and LOCAL rumors that the PC's might know something about.</p><p></p><p>I've seen it done in Living Greyhawk. Triads neglecting scenario quality for nonsense things like pointless metaorgs and "behind the scenes" plot design.</p><p></p><p>If the players are never going to see it. DON'T BOTHER.</p><p></p><p>Ever read a scenario where the background is 52 pages long, but the scenario is only 8 pages and it's all about NPC motivations for the otyough and green slime and their symbiotic relationship with each other (or other such useless nonsense)?</p><p></p><p>The DM needs to balance his time carefully.</p><p></p><p>jh</p><p>P.s. (all caps for emphasis..not shouting) I'VE WASTED HUNDREDS OF HOURS ON WORLD DESIGN AND TOTALLY AGREE THAT IT'S NOTHING COMPARED TO THE ADVENTURE..FOR WHICH WORLD DESIGN HAS LITTLE EFFECT UPON THE QUALITY OF THE ADVENTURE.</p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 3458872, member: 10638"] DM's would do well to heed this advice. I've been in campaigns where DM's sit around and design places where PC's will never go and never interact with meanwhile ignoring the most important thing: THE ADVENTURE. It's like designing a dungeon with a bunch of rooms that arent' accessable not related to any plot or interesting exploration whatsoever. It's like starting a campaign at first level and starting your levelled dungeon design at the 30th level of the underdark. If it's not part of the plot, don't waste your time. Time is precious. That said, a DM must consider that he needs to present enough information for players to feel that they are "somewhere else." Those things would include: MAP, list of countries, short bio on any countries that the PC's may know something about, and LOCAL rumors that the PC's might know something about. I've seen it done in Living Greyhawk. Triads neglecting scenario quality for nonsense things like pointless metaorgs and "behind the scenes" plot design. If the players are never going to see it. DON'T BOTHER. Ever read a scenario where the background is 52 pages long, but the scenario is only 8 pages and it's all about NPC motivations for the otyough and green slime and their symbiotic relationship with each other (or other such useless nonsense)? The DM needs to balance his time carefully. jh P.s. (all caps for emphasis..not shouting) I'VE WASTED HUNDREDS OF HOURS ON WORLD DESIGN AND TOTALLY AGREE THAT IT'S NOTHING COMPARED TO THE ADVENTURE..FOR WHICH WORLD DESIGN HAS LITTLE EFFECT UPON THE QUALITY OF THE ADVENTURE. .. [/QUOTE]
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