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Why Worldbuilding is Bad
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<blockquote data-quote="rounser" data-source="post: 3477513" data-attributes="member: 1106"><p>I've seen little change in D&D gaming style since 1st and OD&D. It's been either railroad your way through something prescribed like Temple of Elemental Evil or a homebrewed adventure equivalent, or improvise your way over a map through off-the-cuff adventure based at best on on some scribbled notes. There's varying shades of grey between these two extremes, but that seems to be the meat of it. </p><p></p><p>The latter is a lot harder to do well than the former, seemingly, because unless your DM is a master of improvisation the result is likely to be either a rather "beige" boring game where you can predict that the goblin lair you've just stumbled across is just going to be huts around a campfire, or a completely unhinged, stream-of-conciousness game where the goblins are in the middle of summoning (flip flip) Orcus at the time you arrive and the chief's guard have (flip flip flip) wands of wonder, and a magic wishing fountain is in one of the huts. And the chief has bat wings, and is riding his pet otyugh. Roll for initiative.</p><p></p><p>That's extreme examples, but the boring improv game or wacky improv game seems to be typical results. (3E seems to encourage much more of the former than the latter simply because it's much more complex, so I won't be surprised if recent players of the game haven't run into it and don't know what I'm referring to). To be clear, I'm not really a fan of boring improv <em>or</em> wacky improv, I'm just suggesting that they exist as play styles.</p><p></p><p>I don't quite understand what you're getting at here.</p></blockquote><p></p>
[QUOTE="rounser, post: 3477513, member: 1106"] I've seen little change in D&D gaming style since 1st and OD&D. It's been either railroad your way through something prescribed like Temple of Elemental Evil or a homebrewed adventure equivalent, or improvise your way over a map through off-the-cuff adventure based at best on on some scribbled notes. There's varying shades of grey between these two extremes, but that seems to be the meat of it. The latter is a lot harder to do well than the former, seemingly, because unless your DM is a master of improvisation the result is likely to be either a rather "beige" boring game where you can predict that the goblin lair you've just stumbled across is just going to be huts around a campfire, or a completely unhinged, stream-of-conciousness game where the goblins are in the middle of summoning (flip flip) Orcus at the time you arrive and the chief's guard have (flip flip flip) wands of wonder, and a magic wishing fountain is in one of the huts. And the chief has bat wings, and is riding his pet otyugh. Roll for initiative. That's extreme examples, but the boring improv game or wacky improv game seems to be typical results. (3E seems to encourage much more of the former than the latter simply because it's much more complex, so I won't be surprised if recent players of the game haven't run into it and don't know what I'm referring to). To be clear, I'm not really a fan of boring improv [i]or[/i] wacky improv, I'm just suggesting that they exist as play styles. I don't quite understand what you're getting at here. [/QUOTE]
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