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Why Worldbuilding is Bad
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<blockquote data-quote="Raven Crowking" data-source="post: 3558282" data-attributes="member: 18280"><p>Well, then, let us examine these and determine if they are a problem in approach.</p><p></p><p></p><p></p><p>There is certainly a problem in approach with <em>purchasing</em> thousands of pages of material that you have no intention of using. OTOH, if you purchase thousands of pages of adventures you have no intention of using, you have the same problem. I would agree that you have a problem in approach if you choose to write thousands of pages of material that you have no intention of using, as well.</p><p></p><p></p><p></p><p>There is certainly a problem in approaching the world as a static environment that cannot change, or in mistaking the world you have purchased (if you do) as something that still belongs to the people you purchased it from, as opposed to something that you can modify to suit your needs.</p><p></p><p></p><p></p><p>If you mean that they have a concept that precludes Care Bears and animated LEGO Men, then I don't see this as a problem at all. If you mean that they have a concept that precludes elves, I don't see this as a problem at all. If you mean that the DM should give the players whatever they wish, simply because they wish it, I would consider <em>that</em> a problem of approach.</p><p></p><p></p><p></p><p>There is certainly a problem in approaching the world as a static environment that cannot change. Of course, this problem occurs far more frequently in adventure design (where it is called "railroading"), and I wouldn't seriously suggest that adventure design is bad as a result.</p><p></p><p></p><p></p><p>Yep. If you have campaign after campaign dying stuttering deaths, you might want to consider that you are approaching DMing in the wrong way.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3558282, member: 18280"] Well, then, let us examine these and determine if they are a problem in approach. There is certainly a problem in approach with [i]purchasing[/i] thousands of pages of material that you have no intention of using. OTOH, if you purchase thousands of pages of adventures you have no intention of using, you have the same problem. I would agree that you have a problem in approach if you choose to write thousands of pages of material that you have no intention of using, as well. There is certainly a problem in approaching the world as a static environment that cannot change, or in mistaking the world you have purchased (if you do) as something that still belongs to the people you purchased it from, as opposed to something that you can modify to suit your needs. If you mean that they have a concept that precludes Care Bears and animated LEGO Men, then I don't see this as a problem at all. If you mean that they have a concept that precludes elves, I don't see this as a problem at all. If you mean that the DM should give the players whatever they wish, simply because they wish it, I would consider [i]that[/i] a problem of approach. There is certainly a problem in approaching the world as a static environment that cannot change. Of course, this problem occurs far more frequently in adventure design (where it is called "railroading"), and I wouldn't seriously suggest that adventure design is bad as a result. Yep. If you have campaign after campaign dying stuttering deaths, you might want to consider that you are approaching DMing in the wrong way. RC [/QUOTE]
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