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Why Worldbuilding is Bad
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<blockquote data-quote="Hussar" data-source="post: 7399471" data-attributes="member: 22779"><p>Ok, specific criticisms of world building:</p><p></p><ul> <li data-xf-list-type="ul">It takes away time from the DM that would be better spent on developing adventures. We do not have unlimited time, and much of the world building stuff that goes on has little or nothing to do with the specific adventure that the players are doing.</li> <li data-xf-list-type="ul">Worldbuilding replaces more practical elements in supplements. I mentioned earlier the old Dragon Magazine Ecology of articles. Replacing them with a more here is a page of information and three to four pages of plug and play adventure material is far more useful to a DM.</li> <li data-xf-list-type="ul">Worldbuilding and particularly game lore, becomes deeply entrenched and virtually impossible to change. The Great Wheel and attending arguments is a perfect example of this. New ideas become judged, not on their actual value, but on how well they toe the line with what came before.</li> <li data-xf-list-type="ul">Much of world building is what I called before "Six page treatises on Elven Tea Ceremonies". As more and more world building gets piled on, less and less of anything of actual use at the table gets shoved in.</li> <li data-xf-list-type="ul">DM's sometimes mistake world building for adventure building. The "Tour Des Realms" example that I brought up earlier where the campaign was more about showing off the DM's beautifully wrought urn rather than an actual adventure. ((Note, this probably applies double to fantasy genre novel writers))</li> </ul><p></p><p>How's that for specific criticisms?</p></blockquote><p></p>
[QUOTE="Hussar, post: 7399471, member: 22779"] Ok, specific criticisms of world building: [list][*]It takes away time from the DM that would be better spent on developing adventures. We do not have unlimited time, and much of the world building stuff that goes on has little or nothing to do with the specific adventure that the players are doing. [*]Worldbuilding replaces more practical elements in supplements. I mentioned earlier the old Dragon Magazine Ecology of articles. Replacing them with a more here is a page of information and three to four pages of plug and play adventure material is far more useful to a DM. [*]Worldbuilding and particularly game lore, becomes deeply entrenched and virtually impossible to change. The Great Wheel and attending arguments is a perfect example of this. New ideas become judged, not on their actual value, but on how well they toe the line with what came before. [*]Much of world building is what I called before "Six page treatises on Elven Tea Ceremonies". As more and more world building gets piled on, less and less of anything of actual use at the table gets shoved in. [*]DM's sometimes mistake world building for adventure building. The "Tour Des Realms" example that I brought up earlier where the campaign was more about showing off the DM's beautifully wrought urn rather than an actual adventure. ((Note, this probably applies double to fantasy genre novel writers)) [/list] How's that for specific criticisms? [/QUOTE]
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