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Why Worldbuilding is Bad
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<blockquote data-quote="Ilbranteloth" data-source="post: 7394990" data-attributes="member: 6778044"><p>But this implies that the DM is driving the plot. I’d recommend the opposite, that the DM be responsible for the world (and potential plot hooks and background themes and schemes) and let the players focus on the plot through their characters’ goals, decisions and actions.</p><p></p><p>When the players drive the plot, the DM needs to be able to react and respond, and for me that prep is what allows me to do that consistently. </p><p></p><p>I do recommend short notes and ideas, weather than paragraphs and paragraphs of info, but sometimes that is fun as a hobby in itself. I use things I wrote 20 years ago that haven’t come into play until now. And those notes aren’t set in stone until they enter play. They are tools to aid my improv in response to the players. </p><p></p><p>Those behind the scenes plots need not be fully fleshed out, but they provide fodder for adventure hooks to let the PCs decide what’s important to them.</p><p></p><p>Beyond that, I find world building in a published setting even more useful for immersion. I don’t restrict my players reading. Having a shared reference helps the world come together in a way that is difficult to replicate entirely through play. For example, if I were to tell you my game is pitted against the empire, with help from wookies, droids, and various potential dangers include jawas and sand people, and the campaign starts in the cantina at Mos Eisley, there are lots of things that immediately come to mind for most people, and it allows us to spend less time creating the immersion or integrating the PCs in the world, and more time adventuring.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7394990, member: 6778044"] But this implies that the DM is driving the plot. I’d recommend the opposite, that the DM be responsible for the world (and potential plot hooks and background themes and schemes) and let the players focus on the plot through their characters’ goals, decisions and actions. When the players drive the plot, the DM needs to be able to react and respond, and for me that prep is what allows me to do that consistently. I do recommend short notes and ideas, weather than paragraphs and paragraphs of info, but sometimes that is fun as a hobby in itself. I use things I wrote 20 years ago that haven’t come into play until now. And those notes aren’t set in stone until they enter play. They are tools to aid my improv in response to the players. Those behind the scenes plots need not be fully fleshed out, but they provide fodder for adventure hooks to let the PCs decide what’s important to them. Beyond that, I find world building in a published setting even more useful for immersion. I don’t restrict my players reading. Having a shared reference helps the world come together in a way that is difficult to replicate entirely through play. For example, if I were to tell you my game is pitted against the empire, with help from wookies, droids, and various potential dangers include jawas and sand people, and the campaign starts in the cantina at Mos Eisley, there are lots of things that immediately come to mind for most people, and it allows us to spend less time creating the immersion or integrating the PCs in the world, and more time adventuring. [/QUOTE]
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