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Why Worldbuilding is Bad
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<blockquote data-quote="Baron Opal" data-source="post: 3526129" data-attributes="member: 10433"><p>Hmm, with all the invective in the OP's post the point I received was somewhat different.</p><p></p><p>Keeping the OP's original quote in mind, with your fine, insult-free translation, I still maintain that "worldbuilding" is <em>useful</em>. Not necesary, but useful. The worldbuilding allows the insertion of details that make the DM's own. Also, if the PCs deviate from the established story arc if gives the DM ready made options. Worldbuilding increases your options.</p><p></p><p>So, at what point is the DM becoming "self-indulgent"? Time, I imagine. When the players are hampered in their adventuring by tripping over details; the DM constantly narrating the glories of the world rather than the consequences of the hero's actions. Time spent listening to corrections than furthering their goals.</p><p></p><p>I have no idea if the shape and details of the coins of the Jewel City-States, the Star Crown Empire and the Yarcha tribes will ever be useful. That the detail is present does lend itself to a bribery adventure where the coins of a different country would be the tale-tell sign. I would say "You find a sack of rectangular gold coins stamped with a cursive worm-like script. You believe that they are of Yarcha mint", rather than simply describe the coins and have the players rely on their breadth of knowledge of pick up the clue. Is that detracting from the story or is it a plot point of the adventure?</p><p></p><p>The OP's quote is talking about crafting a <em>story</em> where the reader is entertained through the development of characters and plot. Preparing a <em>game</em> where the players are entertained through the active development of a plot. Since the characters can diverge from the planned path, excercising some forethought about what they might encounter is useful in my mind. Developing other, potentially extraneous, details give the DM the opportunity for inspiration later.</p><p></p><p>Perhaps it is because I'm an explorer at heart and I always want to see what's over the next hill. Or, in this case, on the next map sheet. And since it provides me with useful background that I can use later, I see no benefit to waiting to see what's beyond the next rise until just before the player's do.</p><p></p><p>It's pretty late, and I've had a really busy week. Does that explain my point of view clearly enough or is it too obfuscatory?</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 3526129, member: 10433"] Hmm, with all the invective in the OP's post the point I received was somewhat different. Keeping the OP's original quote in mind, with your fine, insult-free translation, I still maintain that "worldbuilding" is [I]useful[/I]. Not necesary, but useful. The worldbuilding allows the insertion of details that make the DM's own. Also, if the PCs deviate from the established story arc if gives the DM ready made options. Worldbuilding increases your options. So, at what point is the DM becoming "self-indulgent"? Time, I imagine. When the players are hampered in their adventuring by tripping over details; the DM constantly narrating the glories of the world rather than the consequences of the hero's actions. Time spent listening to corrections than furthering their goals. I have no idea if the shape and details of the coins of the Jewel City-States, the Star Crown Empire and the Yarcha tribes will ever be useful. That the detail is present does lend itself to a bribery adventure where the coins of a different country would be the tale-tell sign. I would say "You find a sack of rectangular gold coins stamped with a cursive worm-like script. You believe that they are of Yarcha mint", rather than simply describe the coins and have the players rely on their breadth of knowledge of pick up the clue. Is that detracting from the story or is it a plot point of the adventure? The OP's quote is talking about crafting a [i]story[/i] where the reader is entertained through the development of characters and plot. Preparing a [I]game[/I] where the players are entertained through the active development of a plot. Since the characters can diverge from the planned path, excercising some forethought about what they might encounter is useful in my mind. Developing other, potentially extraneous, details give the DM the opportunity for inspiration later. Perhaps it is because I'm an explorer at heart and I always want to see what's over the next hill. Or, in this case, on the next map sheet. And since it provides me with useful background that I can use later, I see no benefit to waiting to see what's beyond the next rise until just before the player's do. It's pretty late, and I've had a really busy week. Does that explain my point of view clearly enough or is it too obfuscatory? [/QUOTE]
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