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Why Worldbuilding is Bad
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<blockquote data-quote="Ourph" data-source="post: 3514726" data-attributes="member: 20239"><p>When did I become responsible for what's contained in a published setting book or adventure periodical I had no hand in writing? I get from the statement above that anything you know about your world which doesn't have an adventure directly attached to it is worldbuilding. So I'll ask again, how is having a hex-map of the wilderness NOT worldbuilding. Do you really have an adventure or encounter planned out for every hex? Alternately, how is knowing which monsters to put in all of those encounters you have statted out NOT a product of worldbuilding. If you don't know, in general, what monsters your campaign setting contains and where they might be found, how can you create encounters in the first place?</p><p></p><p></p><p>I still don't think you're adequately explaining how placing those adventures or encounters within the context of your campaign so that the players can stumble across them <u>isn't</u> worldbuilding. Yes, it's worldbuilding directly tied to incorporating adventures into the campaign, but it's definitely <u>worldbuilding</u>. I think the whole point of this discussion at this juncture is that defining worldbuilding as an activity that <u>inherently</u> has nothing to do with adventure-level campaign planning is disingenuous and a perfect example of synechdoche. Defining worldbuilding as <u>only</u> encompassing macro-level creation which will never have any application to planning encounters or adventures simply isn't a reasonable definition of worldbuilding. It may be a reasonable definition of <u>bad</u> worldbuilding or <u>wasteful</u> worldbuilding, but it does not encompass the entire activity of worldbuilding as most reasonable people envision it.</p></blockquote><p></p>
[QUOTE="Ourph, post: 3514726, member: 20239"] When did I become responsible for what's contained in a published setting book or adventure periodical I had no hand in writing? I get from the statement above that anything you know about your world which doesn't have an adventure directly attached to it is worldbuilding. So I'll ask again, how is having a hex-map of the wilderness NOT worldbuilding. Do you really have an adventure or encounter planned out for every hex? Alternately, how is knowing which monsters to put in all of those encounters you have statted out NOT a product of worldbuilding. If you don't know, in general, what monsters your campaign setting contains and where they might be found, how can you create encounters in the first place? I still don't think you're adequately explaining how placing those adventures or encounters within the context of your campaign so that the players can stumble across them [u]isn't[/u] worldbuilding. Yes, it's worldbuilding directly tied to incorporating adventures into the campaign, but it's definitely [u]worldbuilding[/u]. I think the whole point of this discussion at this juncture is that defining worldbuilding as an activity that [u]inherently[/u] has nothing to do with adventure-level campaign planning is disingenuous and a perfect example of synechdoche. Defining worldbuilding as [u]only[/u] encompassing macro-level creation which will never have any application to planning encounters or adventures simply isn't a reasonable definition of worldbuilding. It may be a reasonable definition of [u]bad[/u] worldbuilding or [u]wasteful[/u] worldbuilding, but it does not encompass the entire activity of worldbuilding as most reasonable people envision it. [/QUOTE]
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