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Why Worldbuilding is Bad
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<blockquote data-quote="Lanefan" data-source="post: 7399587" data-attributes="member: 29398"><p>For fun, let's see if I can counter these:</p><p></p><p>It moves this work from during play to before play starts. You still need to know where the adventures are located, what's around them, where the nearby towns are, what the terrain is like, the distances involved, and a few boatloads of other stuff - might as well have this all nailed down ahead of time. Then, even if you decide to drop an adventure into a somewhat random place later you've already got all the surrounding stuff you need, rather than having to do it all (and record it all!) on the fly.</p><p>This applies only to prepublished worlds, I guess. What we're talking about here is mostly concerning homebrew worldbuilding, I think; and if a homebrewer wants to write Ecology Of... articles for all the creatures in her world then more power to her. I ain't gonna do it. <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>Again this seems more relevant to pre-published worlds than homebrew. Yes homebrew lore becomes entrenched too, but that's a good thing: it means the world is gaining traction with the players and that you've probably done it right.</p><p>This is always a risk, but an acceptable one. Any DM building her own world is going to tailor her write-ups to her own interests and gloss over things of little interest to her.</p><p></p><p>For example: I've written up detailed rules for ship-to-ship naval combat, because I like that sort of stuff and have a bit of knowledge. But anything to do with horses? Don't ask me... <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>World-building and adventure-building can sometimes go hand in hand - as a part of building the world you can also come up with ideas for what would be threatening it that the PCs might have to deal with. Having a solid history for your world is hugely helpful for this!</p><p></p><p>And if a DM is smart about it (and if the world is any good!) the world will quietly show itself off during the run of play without the DM having to push it at all.</p><p></p><p>How's that for answers? <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>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7399587, member: 29398"] For fun, let's see if I can counter these: It moves this work from during play to before play starts. You still need to know where the adventures are located, what's around them, where the nearby towns are, what the terrain is like, the distances involved, and a few boatloads of other stuff - might as well have this all nailed down ahead of time. Then, even if you decide to drop an adventure into a somewhat random place later you've already got all the surrounding stuff you need, rather than having to do it all (and record it all!) on the fly. This applies only to prepublished worlds, I guess. What we're talking about here is mostly concerning homebrew worldbuilding, I think; and if a homebrewer wants to write Ecology Of... articles for all the creatures in her world then more power to her. I ain't gonna do it. :) Again this seems more relevant to pre-published worlds than homebrew. Yes homebrew lore becomes entrenched too, but that's a good thing: it means the world is gaining traction with the players and that you've probably done it right. This is always a risk, but an acceptable one. Any DM building her own world is going to tailor her write-ups to her own interests and gloss over things of little interest to her. For example: I've written up detailed rules for ship-to-ship naval combat, because I like that sort of stuff and have a bit of knowledge. But anything to do with horses? Don't ask me... :) World-building and adventure-building can sometimes go hand in hand - as a part of building the world you can also come up with ideas for what would be threatening it that the PCs might have to deal with. Having a solid history for your world is hugely helpful for this! And if a DM is smart about it (and if the world is any good!) the world will quietly show itself off during the run of play without the DM having to push it at all. How's that for answers? :) Lanefan [/QUOTE]
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