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Why Worldbuilding is Bad
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<blockquote data-quote="Raven Crowking" data-source="post: 3513512" data-attributes="member: 18280"><p>And I have run into DMs whose campaigns (and writers whose novels) have yielded yawns because the adventures are not grounded well enough into the world in which they are supposed to take place.</p><p></p><p>But, overall, I would agree that if the DM is writing an amature novel with you as the captive audience, it's time to walk from the table. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>OTOH, that's something that everyone agreed on from the beginning of this thread. Everyone does not agree, however, that Harrison is saying what you and I agree on. <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></p><p></p><p>Some of the things that my current players single out as being the great moments of the game come about due to the world, or as byproducts of the world. Example: Chatting to a tentacled horror, discussing religion with cultists ("But you can't sacrifice innocent people!" "No one is innocent." "What about babies! You can't sacrifice babies!" "We are all born into sin." etc.), and realizing that the Wizard Keye's assistant was actually in love with the wizard. Of course, I have players who want their characters to go fishing, to lure aquatic sheep out of lakes, and who enjoy conversing with fictional entities. They <em>enjoy</em> figuring out what's going on around them, and being part of it.</p><p></p><p>OTOH, that stuff <em>never</em> overshadows the action, and I am not reading them pages of descriptive text either. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> I have no desire to run the type of game that I would walk away from! I certainly agree that the DM should have "Why should the players care" in mind when presenting material at the table, and the DM should definitely follow up on anything that the players indicate that they <em>do</em> care about.</p><p></p><p>As I said in a previous post, it is successfully melding storytelling elements that creates the best campaign experiences. Also, DMs should play to their strengths and bolster their weaknesses, whatever they may be.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3513512, member: 18280"] And I have run into DMs whose campaigns (and writers whose novels) have yielded yawns because the adventures are not grounded well enough into the world in which they are supposed to take place. But, overall, I would agree that if the DM is writing an amature novel with you as the captive audience, it's time to walk from the table. :D OTOH, that's something that everyone agreed on from the beginning of this thread. Everyone does not agree, however, that Harrison is saying what you and I agree on. :) Some of the things that my current players single out as being the great moments of the game come about due to the world, or as byproducts of the world. Example: Chatting to a tentacled horror, discussing religion with cultists ("But you can't sacrifice innocent people!" "No one is innocent." "What about babies! You can't sacrifice babies!" "We are all born into sin." etc.), and realizing that the Wizard Keye's assistant was actually in love with the wizard. Of course, I have players who want their characters to go fishing, to lure aquatic sheep out of lakes, and who enjoy conversing with fictional entities. They [i]enjoy[/i] figuring out what's going on around them, and being part of it. OTOH, that stuff [i]never[/i] overshadows the action, and I am not reading them pages of descriptive text either. :lol: I have no desire to run the type of game that I would walk away from! I certainly agree that the DM should have "Why should the players care" in mind when presenting material at the table, and the DM should definitely follow up on anything that the players indicate that they [i]do[/i] care about. As I said in a previous post, it is successfully melding storytelling elements that creates the best campaign experiences. Also, DMs should play to their strengths and bolster their weaknesses, whatever they may be. RC [/QUOTE]
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