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Why Worldbuilding is Bad
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<blockquote data-quote="I'm A Banana" data-source="post: 3548979" data-attributes="member: 2067"><p>I wonder how much of that point is a direct function of the fact that life changes yield changes in D&D campaigns. I'm of the opinion that D&D groups are largely formed out of groups of friends with similar interests, and things that disrupt that group of friends (such as getting a new job, or someone moving away, or a shift in leisure activities) disrupt the game, changing the face of it (new DMs, new players, new places to play, new other distractions...). </p><p></p><p>If a DM moves to a different city, the players left in the old one won't be playing in that DM's setting anymore, and the DM, when she makes a group in her new city, won't be using the same campaigns her friends back home participated in. </p><p></p><p>I trust the Wizard's information that most campaigns don't last more than a year or two (IIRC), and, thus, the game is very much better for enabling easy modification and changing of campaigns (which includes things like fast XP gain) because it actually melds with how real people actually play in the majority -- it listens to the players. </p><p></p><p>This reinforces the idea that a setting that is over-developed with world-building detail has that detail for no constructive in-game purpose, and is merely useful as a safety net and entertainment for certain kinds of DMs.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3548979, member: 2067"] I wonder how much of that point is a direct function of the fact that life changes yield changes in D&D campaigns. I'm of the opinion that D&D groups are largely formed out of groups of friends with similar interests, and things that disrupt that group of friends (such as getting a new job, or someone moving away, or a shift in leisure activities) disrupt the game, changing the face of it (new DMs, new players, new places to play, new other distractions...). If a DM moves to a different city, the players left in the old one won't be playing in that DM's setting anymore, and the DM, when she makes a group in her new city, won't be using the same campaigns her friends back home participated in. I trust the Wizard's information that most campaigns don't last more than a year or two (IIRC), and, thus, the game is very much better for enabling easy modification and changing of campaigns (which includes things like fast XP gain) because it actually melds with how real people actually play in the majority -- it listens to the players. This reinforces the idea that a setting that is over-developed with world-building detail has that detail for no constructive in-game purpose, and is merely useful as a safety net and entertainment for certain kinds of DMs. [/QUOTE]
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