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Why Worldbuilding is Bad
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<blockquote data-quote="wingsandsword" data-source="post: 3460969" data-attributes="member: 14159"><p>When I first saw Star Wars as a kid in the late 80's, there were other sci-fi movies that had come out in it's wake. There were flashy movies with cool special effects, there were fine novels and good stories to be told.</p><p></p><p>However, to the twelve-year-old budding geek I was, one thing that set Star Wars apart was the setting. The movies really did feel like they were taking place in a much bigger universe full of a rich history and that all the characters had their own stories, all the planets they went to had their own histories. Star Wars was more than a movie, it was an entire galaxy, even if we didn't know much about it, it always seemed like there was so much more we'd find out one day.</p><p></p><p>Maybe that was just excellent storytelling on the part of George Lucas, but most DMs aren't Lucas, or Spielberg, or Tolkien, and if they want to create the illusion of a rich and "lived in" world it's going to take a decent amount of thinking up-front so when PC's ask "what's over there?" or "who's that?" the DM won't shatter that illusion with "I don't know"</p><p></p><p>It is certainly possible to go far overboard on "worldbuilding" to the point where it harms a game. I've seen it happen, I've seen DM's with elaborate homebrew seeings full of complicated lore and history fleshed out in excruciating detail that he knows by heart, and this becomes a problem when the players are not anywhere near as familiar with this and the DM builds the game assuming they are. However, there are 10,000 pitfalls a DM can run into, and that's one of the less encountered ones and a DM has to go pretty far to reach a point where worldbuilding hurts the game instead of helps it.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 3460969, member: 14159"] When I first saw Star Wars as a kid in the late 80's, there were other sci-fi movies that had come out in it's wake. There were flashy movies with cool special effects, there were fine novels and good stories to be told. However, to the twelve-year-old budding geek I was, one thing that set Star Wars apart was the setting. The movies really did feel like they were taking place in a much bigger universe full of a rich history and that all the characters had their own stories, all the planets they went to had their own histories. Star Wars was more than a movie, it was an entire galaxy, even if we didn't know much about it, it always seemed like there was so much more we'd find out one day. Maybe that was just excellent storytelling on the part of George Lucas, but most DMs aren't Lucas, or Spielberg, or Tolkien, and if they want to create the illusion of a rich and "lived in" world it's going to take a decent amount of thinking up-front so when PC's ask "what's over there?" or "who's that?" the DM won't shatter that illusion with "I don't know" It is certainly possible to go far overboard on "worldbuilding" to the point where it harms a game. I've seen it happen, I've seen DM's with elaborate homebrew seeings full of complicated lore and history fleshed out in excruciating detail that he knows by heart, and this becomes a problem when the players are not anywhere near as familiar with this and the DM builds the game assuming they are. However, there are 10,000 pitfalls a DM can run into, and that's one of the less encountered ones and a DM has to go pretty far to reach a point where worldbuilding hurts the game instead of helps it. [/QUOTE]
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