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Why Worldbuilding is Bad
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<blockquote data-quote="rounser" data-source="post: 3545761" data-attributes="member: 1106"><p>I think that this is a function of D&D gameworlds being too large for their own good. If 95% of the world doesn't contain adventures to discover, why is it there for the PCs to "wander out of the prepared area" into unless everyone's an improv savant (which they're not)? I suspect that it's for a sense of epic - sprawling empires and thousands of miles of terrain make for a grand idea, but the D&D "gameboard" is probably much more useful if it's smaller...in the same way that traditional D&D conventions have more difficulty handling wilderness as an adventure location than a dungeon.</p><p></p><p>This is a quantitative versus qualitative scenario - I think a couple of hundred square miles of setting packed to the gills with adventure is far superior to thousands of miles of vacuum, with a few macro level ideas to fill that void, <em>especially</em> as of 3E, when a dozen adventures are enough to catapult PCs to 20th level. What you're proposing is understandable one if you come from the "big big big world" school of campaign design, which is by far the traditional majority approach to the topic, but I'd suggest that this model is flawed as well. Say, half a dozen dungeons and a few event-based adventures and the campaign is done - it really doesn't require much space.</p><p></p><p>While on the topic: Thunder Rift for 4E default setting! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="rounser, post: 3545761, member: 1106"] I think that this is a function of D&D gameworlds being too large for their own good. If 95% of the world doesn't contain adventures to discover, why is it there for the PCs to "wander out of the prepared area" into unless everyone's an improv savant (which they're not)? I suspect that it's for a sense of epic - sprawling empires and thousands of miles of terrain make for a grand idea, but the D&D "gameboard" is probably much more useful if it's smaller...in the same way that traditional D&D conventions have more difficulty handling wilderness as an adventure location than a dungeon. This is a quantitative versus qualitative scenario - I think a couple of hundred square miles of setting packed to the gills with adventure is far superior to thousands of miles of vacuum, with a few macro level ideas to fill that void, [i]especially[/i] as of 3E, when a dozen adventures are enough to catapult PCs to 20th level. What you're proposing is understandable one if you come from the "big big big world" school of campaign design, which is by far the traditional majority approach to the topic, but I'd suggest that this model is flawed as well. Say, half a dozen dungeons and a few event-based adventures and the campaign is done - it really doesn't require much space. While on the topic: Thunder Rift for 4E default setting! :) [/QUOTE]
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