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Why Worldbuilding is Bad
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<blockquote data-quote="Darth Shoju" data-source="post: 3544493" data-attributes="member: 11397"><p>If that is truly what you are claiming worldbuilding to be, then I really do think you are operating on your own definition here. It certainly doesn't match the definition I found in my 3.5 ed DMG:</p><p></p><p>The definition of a campaign:</p><p></p><p>"A campaign is composed of a series of adventures, the nonplayer characters (NPCs) involved in those adventures, and the events surrounding everything that happens in those adventures." (DMG, p. 129)</p><p></p><p>The definition of a world:</p><p></p><p>"A world is a fictional place in which a campaign is set. It's also often called a campaign setting." (DMG, p. 129)</p><p></p><p>"A campaign first requires a world. A 'world' is a consistent environment for the campaign." (DMG, p. 129)</p><p></p><p>On page 135, under the "World-Building" section, they provide two methods of "world-building": "Inside Out: Start with a small area and build outward...Expand slowly and <strong>only as needed</strong>." (emphasis mine) and "Outside In: Start with the big picture-draw a map of an entire continent or a portion thereof."</p><p></p><p>Since their advice on world-building explicitly states a method of not making more than you need, I'd have to conclude that their definition of world-building does not include the motive of ultimately creating a whole world in as much detail as possible. </p><p></p><p>If we are only going to go with your own definition then yes, *that* version of worldbuilding is not only unnecessary but it is futile. But frankly I see that as a non-argument.</p></blockquote><p></p>
[QUOTE="Darth Shoju, post: 3544493, member: 11397"] If that is truly what you are claiming worldbuilding to be, then I really do think you are operating on your own definition here. It certainly doesn't match the definition I found in my 3.5 ed DMG: The definition of a campaign: "A campaign is composed of a series of adventures, the nonplayer characters (NPCs) involved in those adventures, and the events surrounding everything that happens in those adventures." (DMG, p. 129) The definition of a world: "A world is a fictional place in which a campaign is set. It's also often called a campaign setting." (DMG, p. 129) "A campaign first requires a world. A 'world' is a consistent environment for the campaign." (DMG, p. 129) On page 135, under the "World-Building" section, they provide two methods of "world-building": "Inside Out: Start with a small area and build outward...Expand slowly and [B]only as needed[/B]." (emphasis mine) and "Outside In: Start with the big picture-draw a map of an entire continent or a portion thereof." Since their advice on world-building explicitly states a method of not making more than you need, I'd have to conclude that their definition of world-building does not include the motive of ultimately creating a whole world in as much detail as possible. If we are only going to go with your own definition then yes, *that* version of worldbuilding is not only unnecessary but it is futile. But frankly I see that as a non-argument. [/QUOTE]
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