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Why Worldbuilding is Bad
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<blockquote data-quote="Hussar" data-source="post: 3545616" data-attributes="member: 22779"><p>Gizmo - you are entirely correct btw. Hommlet is a very bad example. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> It was pretty late when I posted that. My bad. Hommlet and Orlane are both poster children really for excessive world building. Detailing every inhabitant in the town is really just far too much IMNSHO.</p><p></p><p></p><p></p><p>Note, I did specify Return to the Temple of Elemental Evil, in which Hommlet does play a pretty big role throughout. Once the players clear out the cultists, Hommlet is meant to be a safe haven and contains the resources needed (mostly) for the players for pretty much the entire module. The cleric can raise dead, there is a potion/scroll seller. There are merchants. Anything beyond those needs, they tell you to head to Verbobonc (sp) and skip over the details.</p><p></p><p>But, yes, the original Village of Hommlet would be a very good example of going beyond what's needed. Some might even say well beyond what's needed. </p><p></p><p>You bring up KotB. Look at the Keep. Almost no detailing of the inhabitants of the keep beyond what would most logically interact with the PC's. This is a good example of the approach I'm advocating. It's pretty reasonable to think that the PC's need a bar, an inn, a place to flog treasure and a place to get healed. Adding in the Castelan and some mook guards isn't particulalry needed, but, it's not too far beyond either. </p><p></p><p>Detailing Pig Farmer #12 is.</p><p></p><p>It's funny, I got into a discussion here on these boards during one of Quasqueton's module discussions about precisely this. At the time, I advocated the approach taken by Village of Hommlet for exactly the same reasons that you seem to - depth, realism, etc. I've come to realize that perhaps that approach is perhaps in need of a makeover. That putting the adventures first and then worrying about world building is maybe a better approach.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3545616, member: 22779"] Gizmo - you are entirely correct btw. Hommlet is a very bad example. :( It was pretty late when I posted that. My bad. Hommlet and Orlane are both poster children really for excessive world building. Detailing every inhabitant in the town is really just far too much IMNSHO. Note, I did specify Return to the Temple of Elemental Evil, in which Hommlet does play a pretty big role throughout. Once the players clear out the cultists, Hommlet is meant to be a safe haven and contains the resources needed (mostly) for the players for pretty much the entire module. The cleric can raise dead, there is a potion/scroll seller. There are merchants. Anything beyond those needs, they tell you to head to Verbobonc (sp) and skip over the details. But, yes, the original Village of Hommlet would be a very good example of going beyond what's needed. Some might even say well beyond what's needed. You bring up KotB. Look at the Keep. Almost no detailing of the inhabitants of the keep beyond what would most logically interact with the PC's. This is a good example of the approach I'm advocating. It's pretty reasonable to think that the PC's need a bar, an inn, a place to flog treasure and a place to get healed. Adding in the Castelan and some mook guards isn't particulalry needed, but, it's not too far beyond either. Detailing Pig Farmer #12 is. It's funny, I got into a discussion here on these boards during one of Quasqueton's module discussions about precisely this. At the time, I advocated the approach taken by Village of Hommlet for exactly the same reasons that you seem to - depth, realism, etc. I've come to realize that perhaps that approach is perhaps in need of a makeover. That putting the adventures first and then worrying about world building is maybe a better approach. [/QUOTE]
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