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Why Worldbuilding is Bad
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<blockquote data-quote="Caliburn101" data-source="post: 7391653" data-attributes="member: 6802178"><p>That is of course subject to the style of game one runs. Detailed homebrew creations would indeed be a bridge too far for some.</p><p></p><p>For myself, I like to have depth of culture, religion, race, heritage, geography, magic, social constructs and government types etc. I usually run a 'Session 0' or it's equivalent to establish what the broad-brush elements are that the group want to see, which of course already creates some enthusiasm and sense of ownership from the players. it is also <em>their</em> world right from the start...</p><p></p><p>Once that is all in, the players can integrate their backgrounds far more into the world, and their personal and group stories can be woven into the narrative far more. One only has to look at the massive popularity of Game of Thrones to see how character and world can interact to great effect, or at Babylon 5 to see how deep and hidden 'cosmology' and ancient history can profoundly drive plot and drama.</p><p></p><p>If you run a more casual or episodic type of game, then the characters would naturally take the lead, and you can have their backgrounds (and whatever they want to put into those) shape their environment. That is a perfectly sound basis for a game. It is also of course possible to create the gameworld on the fly in a reiterative way, but in my experience, for this to work really well, it requires a great deal of experience as a GM - but then you clearly have that! <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>Nevertheless, from my personal point of view, there is greater potential for successful 'suspension of disbelief' and increased 'buy-in' from players when they feel the gameworld makes inherent sense, is interesting and has a depth they can interact in.</p><p></p><p>Saving the village from orcs is what adventurers are about. However, I do find there tends to be more catharsis involved when that village is part of a Kingdom and a world the players are invested in, and they can see how their actions impact subsequent events, places and NPCs, rather than being just the next module on the way to 20th level.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7391653, member: 6802178"] That is of course subject to the style of game one runs. Detailed homebrew creations would indeed be a bridge too far for some. For myself, I like to have depth of culture, religion, race, heritage, geography, magic, social constructs and government types etc. I usually run a 'Session 0' or it's equivalent to establish what the broad-brush elements are that the group want to see, which of course already creates some enthusiasm and sense of ownership from the players. it is also [I]their[/I] world right from the start... Once that is all in, the players can integrate their backgrounds far more into the world, and their personal and group stories can be woven into the narrative far more. One only has to look at the massive popularity of Game of Thrones to see how character and world can interact to great effect, or at Babylon 5 to see how deep and hidden 'cosmology' and ancient history can profoundly drive plot and drama. If you run a more casual or episodic type of game, then the characters would naturally take the lead, and you can have their backgrounds (and whatever they want to put into those) shape their environment. That is a perfectly sound basis for a game. It is also of course possible to create the gameworld on the fly in a reiterative way, but in my experience, for this to work really well, it requires a great deal of experience as a GM - but then you clearly have that! :) Nevertheless, from my personal point of view, there is greater potential for successful 'suspension of disbelief' and increased 'buy-in' from players when they feel the gameworld makes inherent sense, is interesting and has a depth they can interact in. Saving the village from orcs is what adventurers are about. However, I do find there tends to be more catharsis involved when that village is part of a Kingdom and a world the players are invested in, and they can see how their actions impact subsequent events, places and NPCs, rather than being just the next module on the way to 20th level. [/QUOTE]
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