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Why Worldbuilding is Bad
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<blockquote data-quote="edgewaters" data-source="post: 3460926" data-attributes="member: 51529"><p>First off, detailing the Lost Tomb of Ansakor isn't worldbuilding. Worldbuilding is just what it sounds like - <strong>world</strong> building.</p><p></p><p>Second, if you've been playing with the group in question for a while, you should have a good idea of what they plan to go about doing next, and prepare accordingly if you feel that it would be helpful. </p><p></p><p></p><p></p><p>Well, not really. It's a canvas that's already been painted, usually without any player input. IMO world-building happens during the course of a campaign, if you haven't nailed everything down. There's little room for that if you've already determined everything.</p><p></p><p>If all you've got is a rough map of the continent and few details, and the players say they want to go and have adventures in a place that's like Roman England, no problem!! You can just create it. But if you've already worked out what's where and detailed it extensively, and you don't have any place like Roman England, you've wasted your time and will have to scrap a whole lot of stuff to make room for it.</p><p></p><p></p><p></p><p>Ah! Not so. This is only true of story-driven adventures where the players are assumed to be doing such and such for the story to continue.</p><p></p><p></p><p></p><p>I don't really see any difference here. One is wilderness, the other is a dungeon, and they can potentially ignore either and go elsewhere unless you forcibly prevent it.</p><p></p><p>Likewise if you look at early modules like Keep on the Borderlands or Secret of Bone Hill, the players are free to have the type of adventure they want dictated by whatever their "motivations, passions, and interests" are. They could have an entire adventure without even going to the dungeons, and the module supports it. The dungeon is just there and its probable they will go to it, but hardly necessary; the town is detailed just as well, and they can explore or interact with it as easily as with the dungeon if that's what they want.</p><p></p><p>This has nothing to do with whether the adventure takes place in a few square miles or in a few thousand square miles, but whether or not it is story-driven. If the DM has already written the story of what the players are going to do, then their freedom is limited.</p></blockquote><p></p>
[QUOTE="edgewaters, post: 3460926, member: 51529"] First off, detailing the Lost Tomb of Ansakor isn't worldbuilding. Worldbuilding is just what it sounds like - [b]world[/b] building. Second, if you've been playing with the group in question for a while, you should have a good idea of what they plan to go about doing next, and prepare accordingly if you feel that it would be helpful. Well, not really. It's a canvas that's already been painted, usually without any player input. IMO world-building happens during the course of a campaign, if you haven't nailed everything down. There's little room for that if you've already determined everything. If all you've got is a rough map of the continent and few details, and the players say they want to go and have adventures in a place that's like Roman England, no problem!! You can just create it. But if you've already worked out what's where and detailed it extensively, and you don't have any place like Roman England, you've wasted your time and will have to scrap a whole lot of stuff to make room for it. Ah! Not so. This is only true of story-driven adventures where the players are assumed to be doing such and such for the story to continue. I don't really see any difference here. One is wilderness, the other is a dungeon, and they can potentially ignore either and go elsewhere unless you forcibly prevent it. Likewise if you look at early modules like Keep on the Borderlands or Secret of Bone Hill, the players are free to have the type of adventure they want dictated by whatever their "motivations, passions, and interests" are. They could have an entire adventure without even going to the dungeons, and the module supports it. The dungeon is just there and its probable they will go to it, but hardly necessary; the town is detailed just as well, and they can explore or interact with it as easily as with the dungeon if that's what they want. This has nothing to do with whether the adventure takes place in a few square miles or in a few thousand square miles, but whether or not it is story-driven. If the DM has already written the story of what the players are going to do, then their freedom is limited. [/QUOTE]
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