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Why Worldbuilding is Bad
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<blockquote data-quote="Greg K" data-source="post: 3481257" data-attributes="member: 5038"><p>I'd say it depends on the player. Until two members of our group moved cross country, our group had four rotating dms out of six members. Each of us had our own world in the sense that we individualy designed the setting-well two actually ran "canned" worlds. I ran the type of setting that you are arguing against. I predetermined the culture, available races, deities, etc.- no exceptions like warforged ninja or planetouched or were-whatever. Yet, I'd gather the game that I ran was the most popular as, whenever, somebody else was running the other players were asking me when I would be running again. Even, recently when I took a year off to spend with my ill father, I still have players mentioning that they can't wait for my campaign to resume.</p><p></p><p>What seemed to make the difference?</p><p></p><p>1. They liked was that the characters were built around the setting's cultures rather than the other way around. They liked that when they narrowed their character's home region to a specific area, I could answer questions about the culture, classes, important npcs, organizations, current events, etc.- elements that they could use in developing their character including areas where and why their character might have deviated from the cultural norm. Based off of the information provided, the found thier own hooks to make them care and built them into the character background. </p><p></p><p>2. The setting might limit certain character choices/options during character generation, but in play its about the characters. </p><p>a. Periodically, there are sessions that are all or mostly all about RP and individual character is brought to the to the foreground. The Knight returning home to find his fiancee engaged to his rival and moves being made against his holdings (his border party was found dead and nobody had heard from him in over a year), the druid returning home and being considered for improved rank in the order. The Paladin getting a lead to finding his missing sister.</p><p></p><p>b. The players know that their characters have a lot of freedom within the setting and the choices they make determines the direction that the campaign takes. I might have a metaplot in mind, but the players are not requried to follow it. After every session, they are asked where they are going next. This decision impacts what I prepare next and, even then, they sometimes make a last minute change in which case the game becomes more of an improv session. For example, the time that the group decided to try and get the sexually repressed druid "laid".</p></blockquote><p></p>
[QUOTE="Greg K, post: 3481257, member: 5038"] I'd say it depends on the player. Until two members of our group moved cross country, our group had four rotating dms out of six members. Each of us had our own world in the sense that we individualy designed the setting-well two actually ran "canned" worlds. I ran the type of setting that you are arguing against. I predetermined the culture, available races, deities, etc.- no exceptions like warforged ninja or planetouched or were-whatever. Yet, I'd gather the game that I ran was the most popular as, whenever, somebody else was running the other players were asking me when I would be running again. Even, recently when I took a year off to spend with my ill father, I still have players mentioning that they can't wait for my campaign to resume. What seemed to make the difference? 1. They liked was that the characters were built around the setting's cultures rather than the other way around. They liked that when they narrowed their character's home region to a specific area, I could answer questions about the culture, classes, important npcs, organizations, current events, etc.- elements that they could use in developing their character including areas where and why their character might have deviated from the cultural norm. Based off of the information provided, the found thier own hooks to make them care and built them into the character background. 2. The setting might limit certain character choices/options during character generation, but in play its about the characters. a. Periodically, there are sessions that are all or mostly all about RP and individual character is brought to the to the foreground. The Knight returning home to find his fiancee engaged to his rival and moves being made against his holdings (his border party was found dead and nobody had heard from him in over a year), the druid returning home and being considered for improved rank in the order. The Paladin getting a lead to finding his missing sister. b. The players know that their characters have a lot of freedom within the setting and the choices they make determines the direction that the campaign takes. I might have a metaplot in mind, but the players are not requried to follow it. After every session, they are asked where they are going next. This decision impacts what I prepare next and, even then, they sometimes make a last minute change in which case the game becomes more of an improv session. For example, the time that the group decided to try and get the sexually repressed druid "laid". [/QUOTE]
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