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Why Worldbuilding is Bad
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<blockquote data-quote="Imaro" data-source="post: 3461055" data-attributes="member: 48965"><p>I think it's going into the realm of absurdity to think that a GM details everything when worldbuilding. Your taking an extreme viewpoint if you believe that's the meaning of world building and extremes rarely apply in day to day life. As an example of what I mean by worldbuilding is the following.</p><p></p><p>1.) A world map(or at least a map of what is generally known to exist) marked with major geographic features, kingdoms, major cities, major roads, prominent ruins/dungeons/places etc.</p><p></p><p>2.) a general culture/race sheet for PC races and the cultures that exist in my world. These generally contains beliefs, dress, art-forms, feelings towards other races/cultures, basic laws, building styles, technology level, available equipment, etc.</p><p></p><p>3.) General notes on how Prominent organizations,guilds, trade, economy, magic, etc. work within and between these kingdoms/race/cultures.</p><p></p><p>4.) Houserules(w/in game reason for establishing them if necessary)</p><p></p><p>5.) Theme and mood document. This is just a few paragraphs on what moods and themes I want this particlar campaign to convey with a brainstorming section where I list things, people, places, monsters, etc. that will convey these themes and moods.(This is ususally done with alot of player input.)</p><p></p><p>It can get more and more detailed dependant on time, especially the area where the campaign starts...but I have enough information already established to give my players answers to most of their character gen questions as well as to improvise with consistency.( I usually plan for my nextcampaign as the former is starting to wind down, so the time factor is rarely an issue).</p></blockquote><p></p>
[QUOTE="Imaro, post: 3461055, member: 48965"] I think it's going into the realm of absurdity to think that a GM details everything when worldbuilding. Your taking an extreme viewpoint if you believe that's the meaning of world building and extremes rarely apply in day to day life. As an example of what I mean by worldbuilding is the following. 1.) A world map(or at least a map of what is generally known to exist) marked with major geographic features, kingdoms, major cities, major roads, prominent ruins/dungeons/places etc. 2.) a general culture/race sheet for PC races and the cultures that exist in my world. These generally contains beliefs, dress, art-forms, feelings towards other races/cultures, basic laws, building styles, technology level, available equipment, etc. 3.) General notes on how Prominent organizations,guilds, trade, economy, magic, etc. work within and between these kingdoms/race/cultures. 4.) Houserules(w/in game reason for establishing them if necessary) 5.) Theme and mood document. This is just a few paragraphs on what moods and themes I want this particlar campaign to convey with a brainstorming section where I list things, people, places, monsters, etc. that will convey these themes and moods.(This is ususally done with alot of player input.) It can get more and more detailed dependant on time, especially the area where the campaign starts...but I have enough information already established to give my players answers to most of their character gen questions as well as to improvise with consistency.( I usually plan for my nextcampaign as the former is starting to wind down, so the time factor is rarely an issue). [/QUOTE]
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