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Why Worldbuilding is Bad
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<blockquote data-quote="Hussar" data-source="post: 3544419" data-attributes="member: 22779"><p>Umm, scale? A single word on the top of a map vs a fairly significant portion of the pagecount of a module? Y'know, pretty much exactly what I've been talking about?</p><p></p><p></p><p></p><p></p><p>Generating Towns Chapter 4 - Adventures (Page 137, 3rd Edition DMG)</p><p></p><p>Look, we've pretty much always agreed on the definition of setting. Setting is where the plot happens. Now, in RPG's we don't have plot, but we do have a pretty decent analogue in adventures. It's not too far of a stretch to say that in RPG's, setting is where the adventure happens.</p><p></p><p>Adventures happen in towns. Towns have a direct impact on adventures even if they aren't directly linked - for example, is the town big enough to have a cleric that can Raise dead. In RTTTOEE, Hommlet plays a pretty small role in the overall adventure, but, it's impact is felt throughout the adventure since that's the safe port for the party. You could run RTTTOEE without Hommlet, but, it would be extremely difficult.</p><p></p><p>Thus, the rules for creating a specific town are included, not in the World Building section of Chapter 6, but, in Chapter 4 because towns (and by town, I don't just mean a settlement with 901-5000 people) have direct impact upon adventure.</p><p></p><p>If we take a Chapter 6 approach to towns, then we have to go through things like history, background, economy, ecology, etc. Some of that might come into play, but, probably a lot of it won't. Most people don't care that Lord Muckhigh founded the town 150 years ago unless, of course, that impacts the adventure.</p><p></p><p>The background story of Sasserine found in Dungeon is a pretty good example of Chapter 6 approach. It's a fun story. Interesting. And pretty much has no relation to the adventure path. That the town was founded by a priest of a particular faith doesn't appear in any of the adventures. Is it world building? I think we'd all call that world buiding. Is it indulgent? Pretty much. It's not terribly important and removing that page from the magazine would have little to no impact upon the adventure. </p><p></p><p>Can it be made to be relevant? Quite possibly. Is it relevant as written? Nope.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3544419, member: 22779"] Umm, scale? A single word on the top of a map vs a fairly significant portion of the pagecount of a module? Y'know, pretty much exactly what I've been talking about? Generating Towns Chapter 4 - Adventures (Page 137, 3rd Edition DMG) Look, we've pretty much always agreed on the definition of setting. Setting is where the plot happens. Now, in RPG's we don't have plot, but we do have a pretty decent analogue in adventures. It's not too far of a stretch to say that in RPG's, setting is where the adventure happens. Adventures happen in towns. Towns have a direct impact on adventures even if they aren't directly linked - for example, is the town big enough to have a cleric that can Raise dead. In RTTTOEE, Hommlet plays a pretty small role in the overall adventure, but, it's impact is felt throughout the adventure since that's the safe port for the party. You could run RTTTOEE without Hommlet, but, it would be extremely difficult. Thus, the rules for creating a specific town are included, not in the World Building section of Chapter 6, but, in Chapter 4 because towns (and by town, I don't just mean a settlement with 901-5000 people) have direct impact upon adventure. If we take a Chapter 6 approach to towns, then we have to go through things like history, background, economy, ecology, etc. Some of that might come into play, but, probably a lot of it won't. Most people don't care that Lord Muckhigh founded the town 150 years ago unless, of course, that impacts the adventure. The background story of Sasserine found in Dungeon is a pretty good example of Chapter 6 approach. It's a fun story. Interesting. And pretty much has no relation to the adventure path. That the town was founded by a priest of a particular faith doesn't appear in any of the adventures. Is it world building? I think we'd all call that world buiding. Is it indulgent? Pretty much. It's not terribly important and removing that page from the magazine would have little to no impact upon the adventure. Can it be made to be relevant? Quite possibly. Is it relevant as written? Nope. [/QUOTE]
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