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Why Worldbuilding is Bad
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<blockquote data-quote="I'm A Banana" data-source="post: 3475721" data-attributes="member: 2067"><p>Not necessarily. They're, y'know, *limiting*, and that itself can be a bad thing in many numerous ways, but it isn't always and doesn't have to be, especially if a group just doesn't care if they're always telling the same type of story at the table. </p><p></p><p>But they are settings that tell you what kinds of stories you can tell in them, which can lead to obsessive cataloging and information-worship that Harrison is criticizing. He is, very vocally, saying that you should not care more about a setting than you do a story. So if your setting doesn't support the story your group wants to create, you should change it or destroy it for the sake of the game. That if no one but you cares about your elven tea ceremonies, it's selfish narcissism to develop these tea ceremonies as campaign elements. </p><p></p><p>Where fiction and D&D dramatically differ on the issue, I think, is that D&D works okay as selfish narcissism, as long as everyone's needs are met. D&D players tend to be great clomping nerds who worship trivial information, so if that's fun, do it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Fiction needs to appeal to a much wider audience than your weekend D&D session, and what's fun for a group of six might not be fun for an audience of millions. </p><p></p><p></p><p></p><p>I don't know where The Shaman posted that, but I'm with you, Green Adam. Improv is not an elusive skill, and it's a skill one can develop with practice. This DM isn't mythical, he's actually very common, and all good DMs share a certain amount of this skill (which can be nurtured into a more significant amount with the right desire and practice).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3475721, member: 2067"] Not necessarily. They're, y'know, *limiting*, and that itself can be a bad thing in many numerous ways, but it isn't always and doesn't have to be, especially if a group just doesn't care if they're always telling the same type of story at the table. But they are settings that tell you what kinds of stories you can tell in them, which can lead to obsessive cataloging and information-worship that Harrison is criticizing. He is, very vocally, saying that you should not care more about a setting than you do a story. So if your setting doesn't support the story your group wants to create, you should change it or destroy it for the sake of the game. That if no one but you cares about your elven tea ceremonies, it's selfish narcissism to develop these tea ceremonies as campaign elements. Where fiction and D&D dramatically differ on the issue, I think, is that D&D works okay as selfish narcissism, as long as everyone's needs are met. D&D players tend to be great clomping nerds who worship trivial information, so if that's fun, do it. :) Fiction needs to appeal to a much wider audience than your weekend D&D session, and what's fun for a group of six might not be fun for an audience of millions. I don't know where The Shaman posted that, but I'm with you, Green Adam. Improv is not an elusive skill, and it's a skill one can develop with practice. This DM isn't mythical, he's actually very common, and all good DMs share a certain amount of this skill (which can be nurtured into a more significant amount with the right desire and practice). [/QUOTE]
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