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Why Worldbuilding is Bad
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<blockquote data-quote="Hussar" data-source="post: 3541624" data-attributes="member: 22779"><p>Hey Nightfall. I've been waiting for that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Y'know, in this thread I've been accused of misrepresenting people's ideas, I've been accused of having learning disabilities, and now I'm being accused of perpetrating fraud in order to make my point. If you guys have such a strong case, then why resort to all the ad hominem attacks? Perhaps you think that it helps your case to attack me rather than my ideas?</p><p></p><p>We've managed to go almost a 1000 posts without having a single mod warning. Let's not break that shall we? If you disagree with what I say, talk about that rather than accusing me of rewriting the wiki in order to make a point.</p><p></p><p></p><p></p><p>Well, yes and no. X1 is a pretty early module yet contains an overview of what would become Mystara. Most of the classic Greyhawk modules, like the GDQ series do spend a fair bit of time world building. Even something like Hidden Shrine of Tomoachan talks about a number of world building issues. The idea that we need a framework of a larger world has been around for a very long time.</p><p></p><p>What I'm suggesting is that perhaps it isn't necessary. Skip it. Don't worry about the world when designing a campaign. Go straight to the adventures. Start with a theme and design around that. Once you've got your main arc, add a couple of side arcs that can be scaled along the way. Then go back and add any setting you really need.</p><p></p><p>No matter what you do, you have to have adventures. We can all agree on that. What I'm saying is that you don't need to do bottom up (start with a village) or top down design. Do adventure design and go from there.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3541624, member: 22779"] Hey Nightfall. I've been waiting for that. ;) Y'know, in this thread I've been accused of misrepresenting people's ideas, I've been accused of having learning disabilities, and now I'm being accused of perpetrating fraud in order to make my point. If you guys have such a strong case, then why resort to all the ad hominem attacks? Perhaps you think that it helps your case to attack me rather than my ideas? We've managed to go almost a 1000 posts without having a single mod warning. Let's not break that shall we? If you disagree with what I say, talk about that rather than accusing me of rewriting the wiki in order to make a point. Well, yes and no. X1 is a pretty early module yet contains an overview of what would become Mystara. Most of the classic Greyhawk modules, like the GDQ series do spend a fair bit of time world building. Even something like Hidden Shrine of Tomoachan talks about a number of world building issues. The idea that we need a framework of a larger world has been around for a very long time. What I'm suggesting is that perhaps it isn't necessary. Skip it. Don't worry about the world when designing a campaign. Go straight to the adventures. Start with a theme and design around that. Once you've got your main arc, add a couple of side arcs that can be scaled along the way. Then go back and add any setting you really need. No matter what you do, you have to have adventures. We can all agree on that. What I'm saying is that you don't need to do bottom up (start with a village) or top down design. Do adventure design and go from there. [/QUOTE]
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