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Why Worldbuilding is Bad
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<blockquote data-quote="Darth Shoju" data-source="post: 3479986" data-attributes="member: 11397"><p>Cool. Can I play a Care Bear in your campaign? </p><p></p><p></p><p></p><p>Interesting. Do we decide how the paladin works before *each* new adventure? If it is different than the last adventure, do we change the character to suit the new adventure? Would that be an example of your adventure being more important than the character?</p><p></p><p>Honestly I've kind of lost what the discussion is here. As far as I can tell, no one here is placing worldbuilding as more important than developing the adventure. Some people do seem to be saying they like to establish the setting elements before writing the adventure and others are claiming that is restrictive to player options and options for adventure. So I guess my question is, are those people advocating a complete kitchen-sink setting where everything goes? Is there any continuity/consistency in these settings? If so, aren't you defining the setting with each adventure you play? (for example, if you play an adventure featuring dragons heavily, doesn't that stop you from playing one where they are an extinct race later? Or if one adventure takes place on an airship, then are you ruling out adventures that would be ruined by the use of such a vessel?)</p><p></p><p>I guess I just don't know what the "ideal" is here. How can you play a game that doesn't restrict options without sacrificing coherency?</p></blockquote><p></p>
[QUOTE="Darth Shoju, post: 3479986, member: 11397"] Cool. Can I play a Care Bear in your campaign? Interesting. Do we decide how the paladin works before *each* new adventure? If it is different than the last adventure, do we change the character to suit the new adventure? Would that be an example of your adventure being more important than the character? Honestly I've kind of lost what the discussion is here. As far as I can tell, no one here is placing worldbuilding as more important than developing the adventure. Some people do seem to be saying they like to establish the setting elements before writing the adventure and others are claiming that is restrictive to player options and options for adventure. So I guess my question is, are those people advocating a complete kitchen-sink setting where everything goes? Is there any continuity/consistency in these settings? If so, aren't you defining the setting with each adventure you play? (for example, if you play an adventure featuring dragons heavily, doesn't that stop you from playing one where they are an extinct race later? Or if one adventure takes place on an airship, then are you ruling out adventures that would be ruined by the use of such a vessel?) I guess I just don't know what the "ideal" is here. How can you play a game that doesn't restrict options without sacrificing coherency? [/QUOTE]
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