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Why Worldbuilding is Bad
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<blockquote data-quote="Imaculata" data-source="post: 7400669" data-attributes="member: 6801286"><p>No how matter good your improvisation skills are, you are not going to end up with a very complex plot that still is consistent with all the facts. There is a limit to how deep you can make the plot when you're just 'winging it'. There are some things you have to think up in advance, before running the campaign, and that is world building.</p><p></p><p>That's not to say that other modes of play can't be engaging or exciting. But when you want a world that is rich and internally consistent in its lore, you have to prepare that through world building.</p><p></p><p>World building also makes it possible to foreshadow later revelations. Because you have to first know what you're planning to reveal later on in the campaign, in order to foreshadow things properly. Those are the "AHAH!" moments for your players in a campaign, where all of a sudden all the puzzle pieces of the plot fall into place. But unfortunately it does require a lot of preparation, and you may have to over-prepare, by preparing things that the players may not come in contact with. </p><p></p><p></p><p></p><p>And this is what I'm trying to get across here: The way all of these plot points fall into place... I wouldn't be able to do that, unless I first wrote it all out. And I am skeptical that other DM's would be able to craft a similar cohesive plot line, unless they first took the time to do some worldbuilding.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7400669, member: 6801286"] No how matter good your improvisation skills are, you are not going to end up with a very complex plot that still is consistent with all the facts. There is a limit to how deep you can make the plot when you're just 'winging it'. There are some things you have to think up in advance, before running the campaign, and that is world building. That's not to say that other modes of play can't be engaging or exciting. But when you want a world that is rich and internally consistent in its lore, you have to prepare that through world building. World building also makes it possible to foreshadow later revelations. Because you have to first know what you're planning to reveal later on in the campaign, in order to foreshadow things properly. Those are the "AHAH!" moments for your players in a campaign, where all of a sudden all the puzzle pieces of the plot fall into place. But unfortunately it does require a lot of preparation, and you may have to over-prepare, by preparing things that the players may not come in contact with. And this is what I'm trying to get across here: The way all of these plot points fall into place... I wouldn't be able to do that, unless I first wrote it all out. And I am skeptical that other DM's would be able to craft a similar cohesive plot line, unless they first took the time to do some worldbuilding. [/QUOTE]
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