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Why Worldbuilding is Bad
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<blockquote data-quote="LostSoul" data-source="post: 3530882" data-attributes="member: 386"><p>I'm not sure I follow.</p><p></p><p>In a recent campaign, the first session consisted of our group sitting down and coming up with a world. Everything was vague and generic. (As in, "This world is ruled by a merchant council." "Yeah, it's like a corporation, and the council members are guys who have huge numbers of shares.")</p><p></p><p>During the game, if we needed something (or someone!) more detailed, we created it on the fly.</p><p></p><p>What would you say we were doing 1) during the first session, and 2) while we were playing out individual scenes?</p><p></p><p>I would say 1) was worldbuilding, and 2) was creating setting. I guess I would say that worldbuilding is creating the generic, and setting is moving to the specific.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 3530882, member: 386"] I'm not sure I follow. In a recent campaign, the first session consisted of our group sitting down and coming up with a world. Everything was vague and generic. (As in, "This world is ruled by a merchant council." "Yeah, it's like a corporation, and the council members are guys who have huge numbers of shares.") During the game, if we needed something (or someone!) more detailed, we created it on the fly. What would you say we were doing 1) during the first session, and 2) while we were playing out individual scenes? I would say 1) was worldbuilding, and 2) was creating setting. I guess I would say that worldbuilding is creating the generic, and setting is moving to the specific. [/QUOTE]
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