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Why Worldbuilding is Bad
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<blockquote data-quote="Hussar" data-source="post: 3515100" data-attributes="member: 22779"><p>Again, strawman. I did not say that they could NEVER discover it. What I said was that the chances of the nobility of Sasserine becoming involved with the party is extremely small. You are the one advocating that the players can interact with kings at first level.</p><p></p><p></p><p></p><p>Actually, yes, I would consider a lot of that completely unnecessary and a waste of time. You DON'T HAVE TO DO IT. You can run perfectly fun games without it. It's setting porn.</p><p></p><p></p><p></p><p>I <3 Rounser. <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></p><p></p><p>Because you are conflating setting with world building. Any adventure needs encounters of some sort, just as any story needs setting of some sort. What adventures and stories don't necessarily need is world building.</p><p></p><p>If I have a dungeon with a simple T junction and two rooms, there is a reasonable chance that the PC's will visit either room. Thus, I need to stat out both rooms, even though the PC's may not visit both. However, in order to have a setting at all, I still need to do both rooms. However, where world building would come in would be if I added a third room, only accessable by a massive DC (far higher than the PC's are capable of), completely hidden from view. Sure, the PC's could return later and open the door when they are higher level, but they have no reason to do so. It's superfluous. It's world building.</p><p></p><p>Setting and world building are not synonymous. Conflating the two is what is causing all the problems. If something is where the action happens, then it's setting. If it moves beyond where the action happens, then it's world building. There is no cut off here. There is no magic point where the canvas becomes a painting. There is merely a spectrum from one end to the other.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3515100, member: 22779"] Again, strawman. I did not say that they could NEVER discover it. What I said was that the chances of the nobility of Sasserine becoming involved with the party is extremely small. You are the one advocating that the players can interact with kings at first level. Actually, yes, I would consider a lot of that completely unnecessary and a waste of time. You DON'T HAVE TO DO IT. You can run perfectly fun games without it. It's setting porn. I <3 Rounser. :D Because you are conflating setting with world building. Any adventure needs encounters of some sort, just as any story needs setting of some sort. What adventures and stories don't necessarily need is world building. If I have a dungeon with a simple T junction and two rooms, there is a reasonable chance that the PC's will visit either room. Thus, I need to stat out both rooms, even though the PC's may not visit both. However, in order to have a setting at all, I still need to do both rooms. However, where world building would come in would be if I added a third room, only accessable by a massive DC (far higher than the PC's are capable of), completely hidden from view. Sure, the PC's could return later and open the door when they are higher level, but they have no reason to do so. It's superfluous. It's world building. Setting and world building are not synonymous. Conflating the two is what is causing all the problems. If something is where the action happens, then it's setting. If it moves beyond where the action happens, then it's world building. There is no cut off here. There is no magic point where the canvas becomes a painting. There is merely a spectrum from one end to the other. [/QUOTE]
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