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Why Worldbuilding is Bad
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<blockquote data-quote="rounser" data-source="post: 3513406" data-attributes="member: 1106"><p>Alright, I'll give you this: Something like deciding on the stock of a magic item shop is directly relevant to gameplay (i.e. it is involved in deciding what the PCs have on their persons), and is not an adventure. The problem is that a lot of what falls under the heading "worldbuilding" will never see play in a way like this, and may "support play" so indirectly that the players might never notice if it had never been written, or might "meh" it away as being of no relevance to them because it's not relevant to the adventure and the campaign, only relevant to the world. </p><p></p><p>It's easier to assume that most worldbuilding that isn't adventure-related is nowhere near as game-affecting as the contents of a magic item shop, adventure taxes, or laws that land PCs in jail. For the players to care about it, worldbuilding needs to be dynamic in affecting them directly, and most worldbuilding that doesn't support an adventure isn't because the adventure is most of what PCs interact with, and therefore can be considered a waste of time and effort in the case of a lot of what falls under the heading "worldbuilding" and is never manifested in an adventure of any sort.</p><p></p><p>You may consider this an admission of the "bad worldbuilding is bad" tautology, but I'd call it the "most of what is considered worldbuilding will probably never see play in a meaningful way, unless it's anchored to an adventure or otherwise affects the PCs directly."</p></blockquote><p></p>
[QUOTE="rounser, post: 3513406, member: 1106"] Alright, I'll give you this: Something like deciding on the stock of a magic item shop is directly relevant to gameplay (i.e. it is involved in deciding what the PCs have on their persons), and is not an adventure. The problem is that a lot of what falls under the heading "worldbuilding" will never see play in a way like this, and may "support play" so indirectly that the players might never notice if it had never been written, or might "meh" it away as being of no relevance to them because it's not relevant to the adventure and the campaign, only relevant to the world. It's easier to assume that most worldbuilding that isn't adventure-related is nowhere near as game-affecting as the contents of a magic item shop, adventure taxes, or laws that land PCs in jail. For the players to care about it, worldbuilding needs to be dynamic in affecting them directly, and most worldbuilding that doesn't support an adventure isn't because the adventure is most of what PCs interact with, and therefore can be considered a waste of time and effort in the case of a lot of what falls under the heading "worldbuilding" and is never manifested in an adventure of any sort. You may consider this an admission of the "bad worldbuilding is bad" tautology, but I'd call it the "most of what is considered worldbuilding will probably never see play in a meaningful way, unless it's anchored to an adventure or otherwise affects the PCs directly." [/QUOTE]
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