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Why Worldbuilding is Bad
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<blockquote data-quote="howandwhy99" data-source="post: 3477400" data-attributes="member: 3192"><p>I like to start with the original Dungeoncraft's 60x60 mile bottom-up, plus top-down approach. Keep on the borderlands being a good example. Pretty much anything could be dropped in that wilderness, appended to the caves, included in the keep after the game has started. Of course, this shouldn't happen after the players have explored a particular area unless the addition is a result of others in the world. But such space does allow flexibility; flexibility a completed world generally doesn't include. The Forgotten Realms as a setting is a good example. It is a Known world by my own terms, so being complete isn't a problem. Having a "completed" unknown world isn't really one either. My main point is, while worldbuilding is absolutely necessary to run a plotless game, constraints do exist in completed worlds simply because new creations are difficult to add. Something always exists rather than blank canvas. Alterations are an exception of course, but why then spend time detailing something only to change it before it's seen?</p><p></p><p></p><p>Rounser, railroading has been extremely common only since 2nd edition. Before that worlds were created first, adventures not at all. They were modules then. I'm actually fine with adventure plots being created moment to moment - as long as only the PC players are doing it. It isn't "on the fly" or improvised when the PCs arrive. There is never a plot created by the DM ever.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3477400, member: 3192"] I like to start with the original Dungeoncraft's 60x60 mile bottom-up, plus top-down approach. Keep on the borderlands being a good example. Pretty much anything could be dropped in that wilderness, appended to the caves, included in the keep after the game has started. Of course, this shouldn't happen after the players have explored a particular area unless the addition is a result of others in the world. But such space does allow flexibility; flexibility a completed world generally doesn't include. The Forgotten Realms as a setting is a good example. It is a Known world by my own terms, so being complete isn't a problem. Having a "completed" unknown world isn't really one either. My main point is, while worldbuilding is absolutely necessary to run a plotless game, constraints do exist in completed worlds simply because new creations are difficult to add. Something always exists rather than blank canvas. Alterations are an exception of course, but why then spend time detailing something only to change it before it's seen? Rounser, railroading has been extremely common only since 2nd edition. Before that worlds were created first, adventures not at all. They were modules then. I'm actually fine with adventure plots being created moment to moment - as long as only the PC players are doing it. It isn't "on the fly" or improvised when the PCs arrive. There is never a plot created by the DM ever. [/QUOTE]
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