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Why Worldbuilding is Bad
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<blockquote data-quote="Ourph" data-source="post: 3514560" data-attributes="member: 20239"><p>You're setting up a strawman here by saying that "my position" is in favor of "worldbuilding for worldbuilding's sake". First, I've never suggested that I'm in favor of anything of the kind. Second, you're defining "worldbuilding for worldbuilding's sake" as "the kind of worldbuilding you must engage in if you disagree with me". Neither of those is very conducive to a useful conversation.</p><p></p><p></p><p></p><p>Please explain to me how encounter level prep isn't worldbuilding. Please also explain to me how creating multiple potential adventure hooks, having a pre-created hex wilderness with pre-placed encounters and incorporating the lead-ins for pregenerated adventures from Dungeon magazine into the campaign aren't all worldbuilding.</p><p></p><p>Just to be clear, I'll quote the exact remark I'm referring to.</p><p></p><p></p><p></p><p></p><p>Again, I think you're engaging in synechdoche by saying all worldbuilding is macro-level worldbuilding and ignoring the fact that all the stuff you're calling "encounter level" and "setting" is also worldbuilding. </p><p></p><p></p><p></p><p>Why isn't it equally reasonable to say that creating a setting that supports adventures is, in fact, worldbuilding and that what you are comparing here isn't worldbuilding and "something else" but examples of good and bad worldbuilding?</p></blockquote><p></p>
[QUOTE="Ourph, post: 3514560, member: 20239"] You're setting up a strawman here by saying that "my position" is in favor of "worldbuilding for worldbuilding's sake". First, I've never suggested that I'm in favor of anything of the kind. Second, you're defining "worldbuilding for worldbuilding's sake" as "the kind of worldbuilding you must engage in if you disagree with me". Neither of those is very conducive to a useful conversation. Please explain to me how encounter level prep isn't worldbuilding. Please also explain to me how creating multiple potential adventure hooks, having a pre-created hex wilderness with pre-placed encounters and incorporating the lead-ins for pregenerated adventures from Dungeon magazine into the campaign aren't all worldbuilding. Just to be clear, I'll quote the exact remark I'm referring to. Again, I think you're engaging in synechdoche by saying all worldbuilding is macro-level worldbuilding and ignoring the fact that all the stuff you're calling "encounter level" and "setting" is also worldbuilding. Why isn't it equally reasonable to say that creating a setting that supports adventures is, in fact, worldbuilding and that what you are comparing here isn't worldbuilding and "something else" but examples of good and bad worldbuilding? [/QUOTE]
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