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Why Worldbuilding is Bad
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<blockquote data-quote="Hussar" data-source="post: 3557906" data-attributes="member: 22779"><p>And, of course, here's the assumption that I've talked about before. That, unless you spend hours developing (or lots of money) some fantasy world, your campaign will be doomed to being a bad game.</p><p></p><p>I asked a while back, and I think it got lost in the wash, if this is why you, RC, believed that the WLD needed so much work to be playable. See, I finished my WLD campaign. I think we had lots of fun. The fact that my players are interested in coming back to another campaign seems to be an indication that things were not so bad.</p><p></p><p>Yet, beyond the very bare bones that's included in the WLD, I did pretty much no world building.</p><p></p><p>I've become fairly convinced that most of what we've bought into is simply clomping nerdism. That the idea that we need all this setting is necessary for a "deep" experience. </p><p></p><p>Oh, hey, I realize I'm swimming against the current here. There's thousands of pages of world building stuff out there just for D&D, never mind other RPG's. A very large part of the industry is based around the concept that WE MUST HAVE SETTING. </p><p></p><p>Is it really so hard to believe that perhaps conventional wisdom is mistaken? That a new approach to campaign design, given example very well in things like the Adventure Paths, might just be a better way to go?</p></blockquote><p></p>
[QUOTE="Hussar, post: 3557906, member: 22779"] And, of course, here's the assumption that I've talked about before. That, unless you spend hours developing (or lots of money) some fantasy world, your campaign will be doomed to being a bad game. I asked a while back, and I think it got lost in the wash, if this is why you, RC, believed that the WLD needed so much work to be playable. See, I finished my WLD campaign. I think we had lots of fun. The fact that my players are interested in coming back to another campaign seems to be an indication that things were not so bad. Yet, beyond the very bare bones that's included in the WLD, I did pretty much no world building. I've become fairly convinced that most of what we've bought into is simply clomping nerdism. That the idea that we need all this setting is necessary for a "deep" experience. Oh, hey, I realize I'm swimming against the current here. There's thousands of pages of world building stuff out there just for D&D, never mind other RPG's. A very large part of the industry is based around the concept that WE MUST HAVE SETTING. Is it really so hard to believe that perhaps conventional wisdom is mistaken? That a new approach to campaign design, given example very well in things like the Adventure Paths, might just be a better way to go? [/QUOTE]
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