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Why Worldbuilding is Bad
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<blockquote data-quote="Caliburn101" data-source="post: 7393538" data-attributes="member: 6802178"><p>If you accept that rpg'ing is a form of storytelling, then it is actually very well established as to 'what they want'.</p><p></p><p>Effective 'suspension of disbelief', 'immersion' (which serves the prior need) and 'catharsis', which is more complete when a good story achieves immersion. Characterisation and good story arc too of course, but it's all the right elements that combine to make a story great.</p><p></p><p>I am not a mind reader, and I haven't surveyed everyone involved, but then the above requirements of a persons enjoyment of a story are not mine, they are the collective experience of humanity and how it tells and experiences stories. There are any number of books you can read on the subject, starting from study of the ancient Greek playwrights onwards.</p><p></p><p>As for the "Tour Des Realms" GMs you describe. Yikes - has that been the majority of your experience? Because I cannot recall one I have experience of. If so I can understand your position entirely. But then, aren't they just bad GMs, and exceptions to boot?</p><p></p><p>If so, it's a little unfair perhaps to judge my point based only on exceptions.</p><p></p><p>Once again, the thread is about world building being bad. Your point seems to be about GMs being bad using their homebrew creation as the vehicle for being bad. One could just as easily have a bad experience with a GM that can't roleplay interesting NPCs or railroads the players through overly-linear plots. In fact I would argue having standalone adventures not set in a world where the GM has some information about what might happen if the adventurers go 'off-piste' leads to more railroading, not less.</p><p></p><p>But hey ho. One can only judge by one's experience, and if yours has taught you that home-brewers are bad GMs, and their games are to be avoided, that's a great shame.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7393538, member: 6802178"] If you accept that rpg'ing is a form of storytelling, then it is actually very well established as to 'what they want'. Effective 'suspension of disbelief', 'immersion' (which serves the prior need) and 'catharsis', which is more complete when a good story achieves immersion. Characterisation and good story arc too of course, but it's all the right elements that combine to make a story great. I am not a mind reader, and I haven't surveyed everyone involved, but then the above requirements of a persons enjoyment of a story are not mine, they are the collective experience of humanity and how it tells and experiences stories. There are any number of books you can read on the subject, starting from study of the ancient Greek playwrights onwards. As for the "Tour Des Realms" GMs you describe. Yikes - has that been the majority of your experience? Because I cannot recall one I have experience of. If so I can understand your position entirely. But then, aren't they just bad GMs, and exceptions to boot? If so, it's a little unfair perhaps to judge my point based only on exceptions. Once again, the thread is about world building being bad. Your point seems to be about GMs being bad using their homebrew creation as the vehicle for being bad. One could just as easily have a bad experience with a GM that can't roleplay interesting NPCs or railroads the players through overly-linear plots. In fact I would argue having standalone adventures not set in a world where the GM has some information about what might happen if the adventurers go 'off-piste' leads to more railroading, not less. But hey ho. One can only judge by one's experience, and if yours has taught you that home-brewers are bad GMs, and their games are to be avoided, that's a great shame. [/QUOTE]
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