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Why Worldbuilding is Bad
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<blockquote data-quote="Imaculata" data-source="post: 7389635" data-attributes="member: 6801286"><p>It all depends on what kind of campaign you run (or want to play in). </p><p></p><p>My players tend to be very heavily invested in a good story. And so they care why things happen. </p><p>For example:</p><p></p><p>My players cared that the region in which my campaign takes place had a history with a notorious pirate captain, who died due to an intricate plot by various important characters. They cared because that same pirate captain would eventually be brought back to life, and now they had an undead pirate captain to deal with. The various historical events tie directly into the events that the players are currently involved with, and it ties into their backstories.</p><p></p><p>Now maybe you don't care a lot about things like storytelling and character backstories, but I do, and so do my players. In my experience, good world building helps good storytelling. This doesn't mean that the players need to be bored to death with the royal family tree going back 6 generations, or the history of each and every temple. But they care about the balance of power in my setting; who is in charge of what, and why.</p><p></p><p>Just because you have a lot of lore to your setting, doesn't mean it is good lore, or makes for a good story (I'm looking at you World of Warcraft). However, some amount of world building definitely helps to bring your story to life. This doesn't mean that a DM needs to write the next silmarillion.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7389635, member: 6801286"] It all depends on what kind of campaign you run (or want to play in). My players tend to be very heavily invested in a good story. And so they care why things happen. For example: My players cared that the region in which my campaign takes place had a history with a notorious pirate captain, who died due to an intricate plot by various important characters. They cared because that same pirate captain would eventually be brought back to life, and now they had an undead pirate captain to deal with. The various historical events tie directly into the events that the players are currently involved with, and it ties into their backstories. Now maybe you don't care a lot about things like storytelling and character backstories, but I do, and so do my players. In my experience, good world building helps good storytelling. This doesn't mean that the players need to be bored to death with the royal family tree going back 6 generations, or the history of each and every temple. But they care about the balance of power in my setting; who is in charge of what, and why. Just because you have a lot of lore to your setting, doesn't mean it is good lore, or makes for a good story (I'm looking at you World of Warcraft). However, some amount of world building definitely helps to bring your story to life. This doesn't mean that a DM needs to write the next silmarillion. [/QUOTE]
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