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Why Worldbuilding is Bad
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<blockquote data-quote="Imaro" data-source="post: 3510771" data-attributes="member: 48965"><p>What archetypes? One minute we're advocating "freedom of what the player's want to play" and now you're speaking of archetypes. To have archetypes, selection of PC choices must be limited to some point, and in order to have, IMHO, real archetypes background and context(ie worldbuilding) is necessary. As far as the thinking about "what if" you can't possibly be able to predict what your players choices are unless you're shaping those choices, in other words railroading.</p><p></p><p></p><p></p><p></p><p></p><p>And now we come to the crux of my argument...You just wasted all that time creating the adventure they aren't going to explore. Isn't this the same argument used against worldbuilding in previous posts? Why can't you improv an adventure? Draw up a dungeon, make a list of creatures from the Monster Manual in said dungeon and a list of treasures in said dungeon...voila improv dungeon. In fact, just make the monsters and treasures, even the dungeon up as you go along.</p><p></p><p>IMHO this illustrates the weakness of the improv things argument...anything can be made up on the fly. With your above statement, all you need to do is show up for a D&D game and make it up. I personally, as a player, would hate this type of game(for D&D anyway). There are certain "indie" rpg's like Mortal Coil, or Seven Leagues where the game mechanics,playstyle and advice are geared for this type of play, and if I'm playing that type of game then cool I accept and enjoy it.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3510771, member: 48965"] What archetypes? One minute we're advocating "freedom of what the player's want to play" and now you're speaking of archetypes. To have archetypes, selection of PC choices must be limited to some point, and in order to have, IMHO, real archetypes background and context(ie worldbuilding) is necessary. As far as the thinking about "what if" you can't possibly be able to predict what your players choices are unless you're shaping those choices, in other words railroading. And now we come to the crux of my argument...You just wasted all that time creating the adventure they aren't going to explore. Isn't this the same argument used against worldbuilding in previous posts? Why can't you improv an adventure? Draw up a dungeon, make a list of creatures from the Monster Manual in said dungeon and a list of treasures in said dungeon...voila improv dungeon. In fact, just make the monsters and treasures, even the dungeon up as you go along. IMHO this illustrates the weakness of the improv things argument...anything can be made up on the fly. With your above statement, all you need to do is show up for a D&D game and make it up. I personally, as a player, would hate this type of game(for D&D anyway). There are certain "indie" rpg's like Mortal Coil, or Seven Leagues where the game mechanics,playstyle and advice are geared for this type of play, and if I'm playing that type of game then cool I accept and enjoy it. [/QUOTE]
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