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Why Worldbuilding is Bad
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<blockquote data-quote="Maxperson" data-source="post: 7400660" data-attributes="member: 23751"><p>A few campaigns ago(mine are much shorter than [MENTION=29398]Lanefan[/MENTION]'s), my players at around 3rd level arrived in a town that had a library in it. They were asking some questions and the library was mentioned in passing, as was the old librarian. They hit me with B & C. They didn't go to the library and weren't interested in getting to know the staff there. Now we fast forward several months and the party is 13th or 14th level and is having trouble finding out information on a problem. </p><p></p><p>The Players/PCs are brainstorming ideas when one of them was like, "What about Bob?" Being human, I don't remember everything I mention to the group about all the places they've been, so I was like, "Who's Bob?" The player then says to me, "Remember when we were 3rd level and were in X town? There was this library and Bob was supposed to be very helpful at finding obscure information. Maybe we could teleport back there and see if he could help us." </p><p></p><p>That's what world building offers. It doesn't matter if they never go to a place. It doesn't matter if it seems like they will never be interested. There will be enough instances where the details you do come up with come in handy or come back to offer the players something of interest at a later date that it makes it all worthwhile. Sure, you could create that library on the spot somewhere, complete with a librarian, but doing that doesn't offer the same kind of depth and enjoyment to the players or DM as when they remember something useful several levels later and return to take advantage of it.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7400660, member: 23751"] A few campaigns ago(mine are much shorter than [MENTION=29398]Lanefan[/MENTION]'s), my players at around 3rd level arrived in a town that had a library in it. They were asking some questions and the library was mentioned in passing, as was the old librarian. They hit me with B & C. They didn't go to the library and weren't interested in getting to know the staff there. Now we fast forward several months and the party is 13th or 14th level and is having trouble finding out information on a problem. The Players/PCs are brainstorming ideas when one of them was like, "What about Bob?" Being human, I don't remember everything I mention to the group about all the places they've been, so I was like, "Who's Bob?" The player then says to me, "Remember when we were 3rd level and were in X town? There was this library and Bob was supposed to be very helpful at finding obscure information. Maybe we could teleport back there and see if he could help us." That's what world building offers. It doesn't matter if they never go to a place. It doesn't matter if it seems like they will never be interested. There will be enough instances where the details you do come up with come in handy or come back to offer the players something of interest at a later date that it makes it all worthwhile. Sure, you could create that library on the spot somewhere, complete with a librarian, but doing that doesn't offer the same kind of depth and enjoyment to the players or DM as when they remember something useful several levels later and return to take advantage of it. [/QUOTE]
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