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Why Worldbuilding is Bad
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<blockquote data-quote="Raven Crowking" data-source="post: 3557957" data-attributes="member: 18280"><p>Yeah, like that other old chestnut that you have to spend hours developing (or lots of money) some adventure, or your campaign will be doomed to being a bad game. Or that one about spending hours playing.</p><p></p><p></p><p></p><p>Nah, WLD doesn't meet my standard for <em>adventure</em> prep (although I can certainly accept that it meets someone else's standard). I would want to spend a lot of time rewriting the descriptive text and making the empty rooms and hallways more interesting. I'd also want to turn some of the "generic" wandering encounters into more fully-fleshed and ready-to-run encounters.</p><p></p><p>The one part of my normal world-creation routine that I'd have to do with the WLD is seed areas with hints about what is happening in other areas.</p><p></p><p></p><p></p><p>It isn't hard to believe that conventional wisdom may be mistaken. Conventional wisdom can be shown to be mistaken about a great many things. However, it should be noted that even after it has been shown to be mistaken, it can still come around and bite you in the arse, because your "proof" that conventional wisdom was mistaken might end up revolving around (1) a misunderstanding of what conventional wisdom says, or (2) a misunderstanding on the part of conventional wisdom as to <em>why</em> something is good or bad, so that disproving the <em>why</em> doesn't disprove the benefit/harm.</p><p></p><p>OTOH, apart from repeated assertation that conventional wisdom is wrong, I don't see that you have provided any evidence whatsoever on which to examine the merits of the claim. I might have missed said evidence however, so if you could enumerate it for me, I'll be happy to look at it. <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><p></p><p>If you and yours find Adventure Paths more satisfying than sandbox play, you should go for adventure paths. The idea that adventure paths don't have worldbuilding (including, of course, the worldbuilding elements inherent in the game, including but not limited to spells, monsters, magic items, races, classes, and equipment) is a bit naive, though.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3557957, member: 18280"] Yeah, like that other old chestnut that you have to spend hours developing (or lots of money) some adventure, or your campaign will be doomed to being a bad game. Or that one about spending hours playing. Nah, WLD doesn't meet my standard for [i]adventure[/i] prep (although I can certainly accept that it meets someone else's standard). I would want to spend a lot of time rewriting the descriptive text and making the empty rooms and hallways more interesting. I'd also want to turn some of the "generic" wandering encounters into more fully-fleshed and ready-to-run encounters. The one part of my normal world-creation routine that I'd have to do with the WLD is seed areas with hints about what is happening in other areas. It isn't hard to believe that conventional wisdom may be mistaken. Conventional wisdom can be shown to be mistaken about a great many things. However, it should be noted that even after it has been shown to be mistaken, it can still come around and bite you in the arse, because your "proof" that conventional wisdom was mistaken might end up revolving around (1) a misunderstanding of what conventional wisdom says, or (2) a misunderstanding on the part of conventional wisdom as to [i]why[/i] something is good or bad, so that disproving the [i]why[/i] doesn't disprove the benefit/harm. OTOH, apart from repeated assertation that conventional wisdom is wrong, I don't see that you have provided any evidence whatsoever on which to examine the merits of the claim. I might have missed said evidence however, so if you could enumerate it for me, I'll be happy to look at it. :) If you and yours find Adventure Paths more satisfying than sandbox play, you should go for adventure paths. The idea that adventure paths don't have worldbuilding (including, of course, the worldbuilding elements inherent in the game, including but not limited to spells, monsters, magic items, races, classes, and equipment) is a bit naive, though. RC [/QUOTE]
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