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Why Worldbuilding is Bad
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<blockquote data-quote="Imaro" data-source="post: 3471495" data-attributes="member: 48965"><p>Decided to take a break from the Dungeon/Dragon wars annd get back to this thread. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>See and I think this is totally a matter of prefrence. I'll bring up another media as an example...videogames. Don't know if anyones ever played the Jade Empire rpg, but alot of it's appeal is the world. It is a pseudo-chinese based rpg and exploring said world is just as fun as going through the actual "main quests". In fact probably moreso because I wasn't that familiar with the cultural assumptions(as far as fantasy goes) associated with it's genre,</p><p></p><p></p><p></p><p>Who said a "unique" idea is a good one. A child in 1st grade can write a story full of wild adventure,and unique ideas but is it good? Throwing adventure after adventure together on a piece of paper with unrestrained "creativity" doesn't always make a game good. </p><p> </p><p></p><p></p><p>In your oppinion. How can you claim what is needed if you really aren't railroading your characters?</p><p></p><p></p><p></p><p>How can you state what someone's priorities should be in designing their game. Why should adventure notes( and adventure lasting 1-2 sessions) be more exspansive than a world, somewhere that you're playing for months or even years in? I think a DM/GM not doing worldbuilding is one that will sooner or later be ill-prepared for a tangent, question, etc. </p><p>Yeah you could just make it up...but there's always the chance some detail your players pick up on will be inconsistent...or it could even establish something(without much forethought) that could have ramifications later in your game that weren't apparent when you ad-hoced the idea.</p><p></p><p></p><p></p><p>What about the fact that a "setting" can help to keep a GM focused and consistent within a creative framework. Adventures don't do that. This was sort of the design ideology of 1st ed. AD&D...wild(oftentimes silly and non-sensical) adventures, unrestrained in their creatiivity. This was great when I was younger, but sorry as a player and GM nowI want a little more versimilitude than this provides. </p><p></p><p></p><p></p><p>I would beg to differ here, I play in a world for much longer than I'll play in any single adventure. I thin world building structures a GM's design of adventures so you don't get jarring contradictions. Ex. We're playing in a roman-esque game of political intrigue, devastating wars and social manipulation. That week the GM sees "Killer Clowns from Outer Space" and decides to create an adventure based on these beings attacking the empire. Unless we've already established we're playing D&D Toon or something...Yeah it might be creative but it's jarring, inconsistent, and will have ramifications later in the campaign. On the other hand if he sticks to the "setting" he's created this type of thing is much less likely to happen.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3471495, member: 48965"] Decided to take a break from the Dungeon/Dragon wars annd get back to this thread. ;) See and I think this is totally a matter of prefrence. I'll bring up another media as an example...videogames. Don't know if anyones ever played the Jade Empire rpg, but alot of it's appeal is the world. It is a pseudo-chinese based rpg and exploring said world is just as fun as going through the actual "main quests". In fact probably moreso because I wasn't that familiar with the cultural assumptions(as far as fantasy goes) associated with it's genre, Who said a "unique" idea is a good one. A child in 1st grade can write a story full of wild adventure,and unique ideas but is it good? Throwing adventure after adventure together on a piece of paper with unrestrained "creativity" doesn't always make a game good. In your oppinion. How can you claim what is needed if you really aren't railroading your characters? How can you state what someone's priorities should be in designing their game. Why should adventure notes( and adventure lasting 1-2 sessions) be more exspansive than a world, somewhere that you're playing for months or even years in? I think a DM/GM not doing worldbuilding is one that will sooner or later be ill-prepared for a tangent, question, etc. Yeah you could just make it up...but there's always the chance some detail your players pick up on will be inconsistent...or it could even establish something(without much forethought) that could have ramifications later in your game that weren't apparent when you ad-hoced the idea. What about the fact that a "setting" can help to keep a GM focused and consistent within a creative framework. Adventures don't do that. This was sort of the design ideology of 1st ed. AD&D...wild(oftentimes silly and non-sensical) adventures, unrestrained in their creatiivity. This was great when I was younger, but sorry as a player and GM nowI want a little more versimilitude than this provides. I would beg to differ here, I play in a world for much longer than I'll play in any single adventure. I thin world building structures a GM's design of adventures so you don't get jarring contradictions. Ex. We're playing in a roman-esque game of political intrigue, devastating wars and social manipulation. That week the GM sees "Killer Clowns from Outer Space" and decides to create an adventure based on these beings attacking the empire. Unless we've already established we're playing D&D Toon or something...Yeah it might be creative but it's jarring, inconsistent, and will have ramifications later in the campaign. On the other hand if he sticks to the "setting" he's created this type of thing is much less likely to happen. [/QUOTE]
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