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Why Worldbuilding is Bad
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<blockquote data-quote="rounser" data-source="post: 3515637" data-attributes="member: 1106"><p>Oh heck no, endless dungeon crawls bore me to tears. In fact quite the opposite; I'm a big believer in Director's Cut dungeons, hacking out all the guard rooms and empty rooms and other timewasting junk that creeps into your typical Dungeon magazine dungeon. I've already related what I'm into from a past attempt at a baseless ad hominem attack on me based on glaring assumptions just like your attempt, but here it is again:</p><p></p><p>My ideal campaign is one with multiple adventure hooks available at any one time (WITH actual adventures behind them) that are presented to the PCs - a collection of events, quests, and rumours of status quo locations. If none of them appeal they have the option of exploring the admittedly very small setting, just stumbling across populated hexes in the wilderness (and finding detailed lairs, dungeons, magical features etc.) or running into geomorphed trouble in the single city or two towns. The adventures that the PCs choose to complete are in many cases tied to campaign arc's villains, and PC choice of where to go and what adventures to play effectively determines the course of the campaign arc, and which villains end up dominating. </p><p></p><p>I've never pulled this off completely to my satisfaction, but that's the ideal - a matrix campaign arc with lots of player choice and a setting that responds to those PC choices in a direct manner, because the campaign arc dictates how powerful the villains are and what they do to the setting based on what challenges the PCs overcome and when. And the world? I could give two hoots about it beyond the tiny microcosmic wilderness map it provides, it's generic D&D cliche all the way, because the adventures and the campaign arc are the interesting parts. Last time I attempted this I didn't even have a setting beyond the needs of Dungeon magazine adventures all plugged together.</p><p></p><p>As noted earlier in the thread, I'm now plotting how to reduce the redundancy of the matrix model with scaling, such that if PCs skip several adventures, the problems they're about escalate and become harder to deal with later on (read, the ELs go up to challenge the current PC level, and the adventures may change as the current key villain gets involved).</p></blockquote><p></p>
[QUOTE="rounser, post: 3515637, member: 1106"] Oh heck no, endless dungeon crawls bore me to tears. In fact quite the opposite; I'm a big believer in Director's Cut dungeons, hacking out all the guard rooms and empty rooms and other timewasting junk that creeps into your typical Dungeon magazine dungeon. I've already related what I'm into from a past attempt at a baseless ad hominem attack on me based on glaring assumptions just like your attempt, but here it is again: My ideal campaign is one with multiple adventure hooks available at any one time (WITH actual adventures behind them) that are presented to the PCs - a collection of events, quests, and rumours of status quo locations. If none of them appeal they have the option of exploring the admittedly very small setting, just stumbling across populated hexes in the wilderness (and finding detailed lairs, dungeons, magical features etc.) or running into geomorphed trouble in the single city or two towns. The adventures that the PCs choose to complete are in many cases tied to campaign arc's villains, and PC choice of where to go and what adventures to play effectively determines the course of the campaign arc, and which villains end up dominating. I've never pulled this off completely to my satisfaction, but that's the ideal - a matrix campaign arc with lots of player choice and a setting that responds to those PC choices in a direct manner, because the campaign arc dictates how powerful the villains are and what they do to the setting based on what challenges the PCs overcome and when. And the world? I could give two hoots about it beyond the tiny microcosmic wilderness map it provides, it's generic D&D cliche all the way, because the adventures and the campaign arc are the interesting parts. Last time I attempted this I didn't even have a setting beyond the needs of Dungeon magazine adventures all plugged together. As noted earlier in the thread, I'm now plotting how to reduce the redundancy of the matrix model with scaling, such that if PCs skip several adventures, the problems they're about escalate and become harder to deal with later on (read, the ELs go up to challenge the current PC level, and the adventures may change as the current key villain gets involved). [/QUOTE]
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