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Why Worldbuilding is Bad
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<blockquote data-quote="I'm A Banana" data-source="post: 3513265" data-attributes="member: 2067"><p>I dunno, seems like quite a lot of people understood the topic without splitting the hair so fine. You didn't, but I hope it's now been clarified. </p><p></p><p></p><p></p><p>Nothing I'm doing defies the laws of physics, and isn't anything not done already on a daily basis by thousands of actors worldwide who either specialize in or occasionally adopt a persona in improv. It defies your experience, but that's part of life and learning, man: realizing your experience isn't exhaustive of all possibility (even if it is extensive). </p><p></p><p></p><p></p><p>You'll note that I never agreed with Hussar's idea that worldbuilding is exclusively defined as superfluous. Certainly bad worldbuilding can have that quality. My argument has always been an agreement with Harrison and the idea that this could apply to D&D, and my discussion has been largely about how much it can apply to D&D. </p><p></p><p></p><p></p><p>Demonstrably false. Whether I plan ahead of time to have the Necromancer King backed by ghouls or just fit the CR to the party on the fly, the Necromancer King is still backed by ghouls. How I arrived at that conclusion doesn't matter to anyone at the table except me. </p><p></p><p>In the equasion N + X = 4, N and X could be a host of different numbers...all that matters is that they add up to 4. All the players see is that number 4. N + X could be anything. </p><p></p><p></p><p></p><p>I'm on board with this. The idea that it's necessary to do boatloads of worldbuilding needs to get kicked to the curb, hard. It's been proven time and time again (in various other games, if not much in D&D): A game doesn't require pages of setting material. And it can be a wonderful game with as much verisimilitude, verve, richness, and depth as anything with a Tolkeinesque-level setting bible. </p><p></p><p>It ain't the QUANTITY, baby, it's the QUALITY. </p><p></p><p></p><p></p><p>How many of those hooks will be used this month?</p><p></p><p>This year?</p><p></p><p>Before someone moves away and the game is suspended?</p><p></p><p>Before you reach a level that the hook isn't well-suited for?</p><p></p><p>Before you need to tell players "you can't gain levels or be warforged or learn teleportation because my pre-planned adventure hooks can't handle it?"</p><p></p><p>Before it's either wasted effort, or setting-level railroading?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3513265, member: 2067"] I dunno, seems like quite a lot of people understood the topic without splitting the hair so fine. You didn't, but I hope it's now been clarified. Nothing I'm doing defies the laws of physics, and isn't anything not done already on a daily basis by thousands of actors worldwide who either specialize in or occasionally adopt a persona in improv. It defies your experience, but that's part of life and learning, man: realizing your experience isn't exhaustive of all possibility (even if it is extensive). You'll note that I never agreed with Hussar's idea that worldbuilding is exclusively defined as superfluous. Certainly bad worldbuilding can have that quality. My argument has always been an agreement with Harrison and the idea that this could apply to D&D, and my discussion has been largely about how much it can apply to D&D. Demonstrably false. Whether I plan ahead of time to have the Necromancer King backed by ghouls or just fit the CR to the party on the fly, the Necromancer King is still backed by ghouls. How I arrived at that conclusion doesn't matter to anyone at the table except me. In the equasion N + X = 4, N and X could be a host of different numbers...all that matters is that they add up to 4. All the players see is that number 4. N + X could be anything. I'm on board with this. The idea that it's necessary to do boatloads of worldbuilding needs to get kicked to the curb, hard. It's been proven time and time again (in various other games, if not much in D&D): A game doesn't require pages of setting material. And it can be a wonderful game with as much verisimilitude, verve, richness, and depth as anything with a Tolkeinesque-level setting bible. It ain't the QUANTITY, baby, it's the QUALITY. How many of those hooks will be used this month? This year? Before someone moves away and the game is suspended? Before you reach a level that the hook isn't well-suited for? Before you need to tell players "you can't gain levels or be warforged or learn teleportation because my pre-planned adventure hooks can't handle it?" Before it's either wasted effort, or setting-level railroading? [/QUOTE]
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