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Why Worldbuilding is Bad
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<blockquote data-quote="Hussar" data-source="post: 3530709" data-attributes="member: 22779"><p>Look at it this way:</p><p></p><p>When someone starts a new campaign, almost always it will be approached in one of two ways - bottom up or top down. Either way, you are constructing a complete setting.</p><p></p><p>My point is that maybe, just maybe, this approach is wrong.</p><p></p><p>Instead of starting out with the question of "where is the action going to happen?" why not start out with the question, "What is going to happen?" I want to run a naval based campaign for instance. So, I want to run adventures based around the sea. At low levels, maybe we'll do a couple of portside adventures with the players foiling smugglers and gaining a boat. Then, we'll do a few adventures where the players get used to being sailors. Then we'll bring in a nice arc about hunting a big white whale. Following that... You get the idea.</p><p></p><p>Then, as you make those adventures, and probably a few more as well for side treks, you create setting as needed. Need an island here? Poof it's there. Need a sandbar there? Magic. </p><p></p><p>Does that make sense? </p><p></p><p>Repeately people have claimed that setting inspires adventures. I'll buy that. I'm a big proponent of using whatever inspires you. My point is, there are many, many things out there that can inspire you without you having to do hours and hours of work that ultimately won't see the light of day. The point of inspiration is to craft the adventure. That means that adventures are the important thing. Why not skip the middle man and go straight to the adventures?</p></blockquote><p></p>
[QUOTE="Hussar, post: 3530709, member: 22779"] Look at it this way: When someone starts a new campaign, almost always it will be approached in one of two ways - bottom up or top down. Either way, you are constructing a complete setting. My point is that maybe, just maybe, this approach is wrong. Instead of starting out with the question of "where is the action going to happen?" why not start out with the question, "What is going to happen?" I want to run a naval based campaign for instance. So, I want to run adventures based around the sea. At low levels, maybe we'll do a couple of portside adventures with the players foiling smugglers and gaining a boat. Then, we'll do a few adventures where the players get used to being sailors. Then we'll bring in a nice arc about hunting a big white whale. Following that... You get the idea. Then, as you make those adventures, and probably a few more as well for side treks, you create setting as needed. Need an island here? Poof it's there. Need a sandbar there? Magic. Does that make sense? Repeately people have claimed that setting inspires adventures. I'll buy that. I'm a big proponent of using whatever inspires you. My point is, there are many, many things out there that can inspire you without you having to do hours and hours of work that ultimately won't see the light of day. The point of inspiration is to craft the adventure. That means that adventures are the important thing. Why not skip the middle man and go straight to the adventures? [/QUOTE]
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