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Why Worldbuilding is Bad
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<blockquote data-quote="howandwhy99" data-source="post: 3474084" data-attributes="member: 3192"><p>I'm talking about DMs here who are the ones who create the worlds. I don't think they are constrained by empty space. And with the amount of material in existence to borrow from, their is no lack of inspiration.</p><p></p><p>That's more a game problem than a player one. It's become more and more prevalent as editions have changed for money making businesses.</p><p></p><p>I gotta agree with you. Exploration IS trying to make sense of the world. There's little point otherwise except to be astonished. When I said "the edge of perceivable horizon", I meant what you are expressing here. Complete histories and cultures are not necessarily needed, but sketches of them certainly are. They can then be filled in without contradictions if and when the PCs go there. There is no going "off-track" nor on-the-fly play. I believe this is possible without overbuilding the world.</p><p></p><p></p><p>I don't think we are at odds here. Do you create Forgotten Realms levels of preparation prior to beginning a game? I doubt it. Is every continent fully described? Every alternate dimension? Every existent plane? There are bounds to what needs to be created before sessions begin. I don't think leaving open areas in your setting is a bad because it allows constant creation.</p><p></p><p>The player suggestions are really just a house rule option for greater flexibility. If a player suggests "can we have I3-I5?" I know I can place them in the world. Then it is only left up to them to search for it. It isn't meant to be overly permissive. Only responsive to the players' desires. And then only to a minor extent. I do agree it could get out of hand, but it's the DMs call on what is in that world in any event, right?</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3474084, member: 3192"] I'm talking about DMs here who are the ones who create the worlds. I don't think they are constrained by empty space. And with the amount of material in existence to borrow from, their is no lack of inspiration. That's more a game problem than a player one. It's become more and more prevalent as editions have changed for money making businesses. I gotta agree with you. Exploration IS trying to make sense of the world. There's little point otherwise except to be astonished. When I said "the edge of perceivable horizon", I meant what you are expressing here. Complete histories and cultures are not necessarily needed, but sketches of them certainly are. They can then be filled in without contradictions if and when the PCs go there. There is no going "off-track" nor on-the-fly play. I believe this is possible without overbuilding the world. I don't think we are at odds here. Do you create Forgotten Realms levels of preparation prior to beginning a game? I doubt it. Is every continent fully described? Every alternate dimension? Every existent plane? There are bounds to what needs to be created before sessions begin. I don't think leaving open areas in your setting is a bad because it allows constant creation. The player suggestions are really just a house rule option for greater flexibility. If a player suggests "can we have I3-I5?" I know I can place them in the world. Then it is only left up to them to search for it. It isn't meant to be overly permissive. Only responsive to the players' desires. And then only to a minor extent. I do agree it could get out of hand, but it's the DMs call on what is in that world in any event, right? [/QUOTE]
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