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Why Worldbuilding is Bad
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<blockquote data-quote="Imaro" data-source="post: 3460975" data-attributes="member: 48965"><p>Uhm...yeah that's my point. I don't think you understood what I was saying here.</p><p></p><p> </p><p></p><p>So what if you haven't been playing for a while...Let's say first adventure out your rogue PC wants to join the Thieve's Guild. What are it's initiation requirements, it's structure, ranks, figures he would be introduced to, location, how do you get into contact with them, they're agenda, etc.</p><p></p><p></p><p></p><p>This is an assumption, and a bad one at that. It assumes the GM once setting dowm the world will not allow it to be changed...that's a playstyle problem independent of actual worldbuilding. The PC's affect the world through their actions...in the end what's to stop a PC from changing the political structure of a city, a nation...what stops him from making world-level alterations as long as that's what he wants to do. Worldbuilding in and of itself? No.</p><p></p><p></p><p></p><p></p><p></p><p>Ok let's take the Sunless Citadel module, not story driven...all it is is a location(dungeon) and a neighboring town(Oakhurst) the only thing provided for you as far as the town is concerned is background, rumors(some that have nothing to do with the actual adventure) and a stat block. How does this adventure promote anything but going to the dungeon without the GM fleshing out those "world building" details?</p><p></p><p></p><p></p><p></p><p></p><p>There's a big difference, you're assuming the island is one vast wilderness, while I'm asssuming it's inhabited with cultures, people, and places that are fleshed out. This allows the PC's anything from social adventures to dungeoncrawls depending on what they want to pursue.</p><p></p><p></p><p></p><p>But in order to have an "adventure" they are confined to the dungeon and area around it. If the world is built they aren't.</p><p></p><p></p><p></p><p>But what does this have to do with world building...If this was the effect of world building, no adventures, changes, greatness would or could be achieved in our own world. Part of worldbuilding is making the setting dynamic, you're assuming in creating a world one is forced to make it static.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3460975, member: 48965"] Uhm...yeah that's my point. I don't think you understood what I was saying here. So what if you haven't been playing for a while...Let's say first adventure out your rogue PC wants to join the Thieve's Guild. What are it's initiation requirements, it's structure, ranks, figures he would be introduced to, location, how do you get into contact with them, they're agenda, etc. This is an assumption, and a bad one at that. It assumes the GM once setting dowm the world will not allow it to be changed...that's a playstyle problem independent of actual worldbuilding. The PC's affect the world through their actions...in the end what's to stop a PC from changing the political structure of a city, a nation...what stops him from making world-level alterations as long as that's what he wants to do. Worldbuilding in and of itself? No. Ok let's take the Sunless Citadel module, not story driven...all it is is a location(dungeon) and a neighboring town(Oakhurst) the only thing provided for you as far as the town is concerned is background, rumors(some that have nothing to do with the actual adventure) and a stat block. How does this adventure promote anything but going to the dungeon without the GM fleshing out those "world building" details? There's a big difference, you're assuming the island is one vast wilderness, while I'm asssuming it's inhabited with cultures, people, and places that are fleshed out. This allows the PC's anything from social adventures to dungeoncrawls depending on what they want to pursue. But in order to have an "adventure" they are confined to the dungeon and area around it. If the world is built they aren't. But what does this have to do with world building...If this was the effect of world building, no adventures, changes, greatness would or could be achieved in our own world. Part of worldbuilding is making the setting dynamic, you're assuming in creating a world one is forced to make it static. [/QUOTE]
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