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Why Worldbuilding is Bad
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<blockquote data-quote="ThoughtBubble" data-source="post: 3460608" data-attributes="member: 9723"><p>I'm not quite an Ad-hocker, but my world building has become less and less strignet as time passes. Adding things on the fly has put me in a few positions where, suddenly, I'm countering something I said before. Usually my players call me on it, at which point, we adjust and move on.</p><p></p><p>Me: So, the general says: "I don't know what you're talking about."</p><p>Player: Wait a sec, we contacted him about the rebellion last session!</p><p>Me: Really, what'd you say?</p><p>Player: We said...(brief explanation follows)</p><p>Me: Oh, right. "Your message arrived in a timely fashion..."</p><p></p><p>However, as time passes, that doesn't happen so much. Almost everything we're doing now is small, fast and relevant. Most of it is so darn cool that it doesn't fall off the radar, we're too busy grabbing it and running. I put the effort that I used to put into building a world into building a coocoon of cool events involving the players. </p><p></p><p>The caution is much more so that worldbuilding can constrain and destroy creativity and feedback instead of enable it. Badly done worldbuilding gives the author (DM) a big list of why things coudn't possibly happen and ways to say no to the player. Really, you're a small fry because Elminster or Drizzt would have taken care of all of the problems anyway.</p><p></p><p>The caution is that building a world may take away from the fun parts of the game. Make sure your world supports the game you want to play. Make sure your world supports interesting situations to play through, and plenty of room for conflict. If your world building supports good game building, you're on the right track.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 3460608, member: 9723"] I'm not quite an Ad-hocker, but my world building has become less and less strignet as time passes. Adding things on the fly has put me in a few positions where, suddenly, I'm countering something I said before. Usually my players call me on it, at which point, we adjust and move on. Me: So, the general says: "I don't know what you're talking about." Player: Wait a sec, we contacted him about the rebellion last session! Me: Really, what'd you say? Player: We said...(brief explanation follows) Me: Oh, right. "Your message arrived in a timely fashion..." However, as time passes, that doesn't happen so much. Almost everything we're doing now is small, fast and relevant. Most of it is so darn cool that it doesn't fall off the radar, we're too busy grabbing it and running. I put the effort that I used to put into building a world into building a coocoon of cool events involving the players. The caution is much more so that worldbuilding can constrain and destroy creativity and feedback instead of enable it. Badly done worldbuilding gives the author (DM) a big list of why things coudn't possibly happen and ways to say no to the player. Really, you're a small fry because Elminster or Drizzt would have taken care of all of the problems anyway. The caution is that building a world may take away from the fun parts of the game. Make sure your world supports the game you want to play. Make sure your world supports interesting situations to play through, and plenty of room for conflict. If your world building supports good game building, you're on the right track. [/QUOTE]
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