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Why Worldbuilding is Bad
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<blockquote data-quote="Imaro" data-source="post: 3478363" data-attributes="member: 48965"><p>Actually I believe the game should be about one's players. Depending on their prefrences then either "setting" or "adventures" should be the main focus of your work. The "setting" should cleave to the needs of the group, both GM and players to create a balance. The action is whatever aspect of the game your PC's enjoy. IMHO I have seen a boring setting ruin a game as quickly as an ill-made adventure.</p><p></p><p>What about "sense of wonder", are you telling me no GM can make a world that's fascinating enough in it's own right that the players will be interested in it? I've seen certain players seek out and remember parts of a world's structure, history, etc. that have bearing on their characters, this was originally suppose to be the purpose of PrC's in a way, to both flesh out your world and give PC's a meaningful way to interact in it.</p><p></p><p>I notice alot of people posting about "world-building" limiting creativity, well I have a question...don't the rules limit creativity as well. Their built upon assumptions, like the fact that a 1st level fighter can't shoot laser beams out his eyes(You're limiting my creativity) or that a wizard casts only a certain amount of spells(but I want a wizard to cast all his spells at least 3x a day, cause that's my concept). My point is in any game w/rules their is an inherent limit on creativity, unless you throw the rules out...and then you aren't playing that particular game anymore. I believe in the same way a player has a right to make the character he wants within the confines of the rules, the GM has a right to create the setting. Should player prefrence and playstyles be considered? Certainly, but I would hope a GM is doing that already. In the same way that a player creates a character to facilitate the type of role he wants to play, a GM should build their world to facilitate the moods, themes and types of adventures he wants to run.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3478363, member: 48965"] Actually I believe the game should be about one's players. Depending on their prefrences then either "setting" or "adventures" should be the main focus of your work. The "setting" should cleave to the needs of the group, both GM and players to create a balance. The action is whatever aspect of the game your PC's enjoy. IMHO I have seen a boring setting ruin a game as quickly as an ill-made adventure. What about "sense of wonder", are you telling me no GM can make a world that's fascinating enough in it's own right that the players will be interested in it? I've seen certain players seek out and remember parts of a world's structure, history, etc. that have bearing on their characters, this was originally suppose to be the purpose of PrC's in a way, to both flesh out your world and give PC's a meaningful way to interact in it. I notice alot of people posting about "world-building" limiting creativity, well I have a question...don't the rules limit creativity as well. Their built upon assumptions, like the fact that a 1st level fighter can't shoot laser beams out his eyes(You're limiting my creativity) or that a wizard casts only a certain amount of spells(but I want a wizard to cast all his spells at least 3x a day, cause that's my concept). My point is in any game w/rules their is an inherent limit on creativity, unless you throw the rules out...and then you aren't playing that particular game anymore. I believe in the same way a player has a right to make the character he wants within the confines of the rules, the GM has a right to create the setting. Should player prefrence and playstyles be considered? Certainly, but I would hope a GM is doing that already. In the same way that a player creates a character to facilitate the type of role he wants to play, a GM should build their world to facilitate the moods, themes and types of adventures he wants to run. [/QUOTE]
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