Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why Worldbuilding is Bad
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="gizmo33" data-source="post: 3544795" data-attributes="member: 30001"><p>Hommlet details every single farmer, pet dog, and hidden gold piece in the village. This whole time AFAICT you've suggested that good adventure material is immediately relevant - I have no idea how details on how many hitpoints a peaceful farmer has or where he hides his gold is relevant to describing something that's suppose to be a safe port (which it's not really, but that's another story). It seemed pretty clear to me that module writers assumed that their creations would be used in ways they didn't anticipate - Keep on the Borderlands (as an intro module) bothers to say this explicitly. Are you suggesting that module T1 is a good example, or bad example of what you're talking about?</p><p></p><p>Oh - and Hommlet's impact is not necessarily felt through the adventure (if by that you mean the moathouse) any more than the Five Shires impact is felt in the Isle of Dread. Whatever connection is there is largely a creation of the DM - not the material as written. I've run the Moathouse dungeon completely seperate from Hommlet and Greyhawk, there's very little explicit connection between the encounters in the dungeon and the surface world - all you need to do is come up with an evil cult to explain the presence of the cleric. And even then, if your players are the kind that "don't care" about who ruled the town 150 years ago, then why would they even care why the cleric is really there?</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3544795, member: 30001"] Hommlet details every single farmer, pet dog, and hidden gold piece in the village. This whole time AFAICT you've suggested that good adventure material is immediately relevant - I have no idea how details on how many hitpoints a peaceful farmer has or where he hides his gold is relevant to describing something that's suppose to be a safe port (which it's not really, but that's another story). It seemed pretty clear to me that module writers assumed that their creations would be used in ways they didn't anticipate - Keep on the Borderlands (as an intro module) bothers to say this explicitly. Are you suggesting that module T1 is a good example, or bad example of what you're talking about? Oh - and Hommlet's impact is not necessarily felt through the adventure (if by that you mean the moathouse) any more than the Five Shires impact is felt in the Isle of Dread. Whatever connection is there is largely a creation of the DM - not the material as written. I've run the Moathouse dungeon completely seperate from Hommlet and Greyhawk, there's very little explicit connection between the encounters in the dungeon and the surface world - all you need to do is come up with an evil cult to explain the presence of the cleric. And even then, if your players are the kind that "don't care" about who ruled the town 150 years ago, then why would they even care why the cleric is really there? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why Worldbuilding is Bad
Top