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Why Worldbuilding is Bad
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<blockquote data-quote="Raven Crowking" data-source="post: 3489992" data-attributes="member: 18280"><p>As a related aside:</p><p></p><p>The creating of setting materials that might not see use in the game would seem to include non-linear dungeon layouts, such as those used in many older non-tournament modules, where the PCs wouldn't necessarily have to hit every room (or even every major encounter) in order to get to the "end". Opposed to this are the linear layouts of tournament modules, where every area had to reasonably be "hit" in order to score properly, and at least some of the early WotC modules, which have fairly linear maps.</p><p></p><p>(There is an excellent thread analyzing module maps around somewhere; I can try and find a link to it if need be. I believe that it was started by Mallus, but I could be wrong..... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>Anyway, I am wondering how anti-worldbuilding people feel about non-linear maps. Should a map channel you to every possible major encounter?</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3489992, member: 18280"] As a related aside: The creating of setting materials that might not see use in the game would seem to include non-linear dungeon layouts, such as those used in many older non-tournament modules, where the PCs wouldn't necessarily have to hit every room (or even every major encounter) in order to get to the "end". Opposed to this are the linear layouts of tournament modules, where every area had to reasonably be "hit" in order to score properly, and at least some of the early WotC modules, which have fairly linear maps. (There is an excellent thread analyzing module maps around somewhere; I can try and find a link to it if need be. I believe that it was started by Mallus, but I could be wrong..... :) ) Anyway, I am wondering how anti-worldbuilding people feel about non-linear maps. Should a map channel you to every possible major encounter? RC [/QUOTE]
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