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Why Worldbuilding is Bad
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<blockquote data-quote="Darth Shoju" data-source="post: 3525644" data-attributes="member: 11397"><p>Man, don't even bother lumping me in with people like that.</p><p></p><p></p><p></p><p>Probably. But we've already established that that is irrelevant to the merits of world building. That kind of choice can easily be hampered by "setting" alone (using your definition of setting being different than worldbuilding). Would you let me play a Care Bear in the Shackled City AP? Age of Worms?</p><p></p><p></p><p></p><p>So you make up all your own monsters then?</p><p></p><p> </p><p></p><p>And what was that setting a product of? Worldbuilding.</p><p></p><p></p><p></p><p>I still don't understand how you can not consider potential to be useful. If the information is useful when you tie it to an adventure it was useful *before* you tied it to an adventure. Is your car only useful when you are driving it? Do you consider it worthless when you go to trade it in because you aren't using it anymore?</p></blockquote><p></p>
[QUOTE="Darth Shoju, post: 3525644, member: 11397"] Man, don't even bother lumping me in with people like that. Probably. But we've already established that that is irrelevant to the merits of world building. That kind of choice can easily be hampered by "setting" alone (using your definition of setting being different than worldbuilding). Would you let me play a Care Bear in the Shackled City AP? Age of Worms? So you make up all your own monsters then? And what was that setting a product of? Worldbuilding. I still don't understand how you can not consider potential to be useful. If the information is useful when you tie it to an adventure it was useful *before* you tied it to an adventure. Is your car only useful when you are driving it? Do you consider it worthless when you go to trade it in because you aren't using it anymore? [/QUOTE]
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