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Why Worldbuilding is Bad
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<blockquote data-quote="molonel" data-source="post: 3490016" data-attributes="member: 10412"><p>It was the sort of thing that you'd only see if you gamed with him in the longterm. Up to that point, I think his campaigns had only ever lasted to 10th or 12th level. We took this one up to 21st level, XP by painfully earned XP. The game world he runs is a continuous one where the adventures of his players occur at different points in his world timeline. But the world, as he conceived it, was the iron bar that was always smacking us in the head just as we started to build momentum. The continuity of the world was more important than the role we played in it. Overall, it was a good campaign. I learned a lot. The time spent with friends certainly wasn't wasted. But where it could have been great, it settled for merely okay. There's nothing wrong with a good game, but we had a group of imaginative, dedicated players who WANTED to build an epic saga. I may never have a gaming group like that, again. And to have that sort of opportunity, and frustrate the players so often with so many brick walls that had no other reason for being there other than to keep his world safe was a travesty.</p><p></p><p>Having learned that lesson, I stepped in as the DM in another game where the DM stepped down. It was a continuous world, and the adventure was a big city adventure. The players quietly told me that they were sick of the stupid city, and running around in it.</p><p></p><p>Having just acquired Bruce R. Cordell's When the Sky Falls, I nuked the city with a comet. I don't hold anything in the worlds where I run my game as sacred or untouchable.</p></blockquote><p></p>
[QUOTE="molonel, post: 3490016, member: 10412"] It was the sort of thing that you'd only see if you gamed with him in the longterm. Up to that point, I think his campaigns had only ever lasted to 10th or 12th level. We took this one up to 21st level, XP by painfully earned XP. The game world he runs is a continuous one where the adventures of his players occur at different points in his world timeline. But the world, as he conceived it, was the iron bar that was always smacking us in the head just as we started to build momentum. The continuity of the world was more important than the role we played in it. Overall, it was a good campaign. I learned a lot. The time spent with friends certainly wasn't wasted. But where it could have been great, it settled for merely okay. There's nothing wrong with a good game, but we had a group of imaginative, dedicated players who WANTED to build an epic saga. I may never have a gaming group like that, again. And to have that sort of opportunity, and frustrate the players so often with so many brick walls that had no other reason for being there other than to keep his world safe was a travesty. Having learned that lesson, I stepped in as the DM in another game where the DM stepped down. It was a continuous world, and the adventure was a big city adventure. The players quietly told me that they were sick of the stupid city, and running around in it. Having just acquired Bruce R. Cordell's When the Sky Falls, I nuked the city with a comet. I don't hold anything in the worlds where I run my game as sacred or untouchable. [/QUOTE]
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