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Why Worldbuilding is Bad
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7401241" data-attributes="member: 82106"><p>Well, I think complexity isn't really a limitation here. I didn't really consider it. We've been tending to talk about character's and their dramas in the singular, though its understood there is a whole party. Now, if the players want to ramify their activities into a greatly complex plotline, say where they start dealing with LOTS of NPCs and complex plans and etc. then I'm going to make the PLAYERS start to keep all that straight. </p><p></p><p></p><p>I think its useful to have an idea, so you can 'tell a story about it' and it isn't confusing to anyone. OTOH I've already stated that I'm not super big on the idea that we can really 'explain' things causally in the game world. Or that is, we CAN, but these explanations aren't in any sense canonical. 100 other stories could be told that would be equally plausible. So I don't feel like I HAVE to do some detailed analysis, or keep perfect account of everything. </p><p></p><p></p><p>It just doesn't matter so much to me. I mean, depending on the relationships between the characters in the two parties in your example, it might or might not be interesting if one put the other in danger. But I'd have it happen if it was dramatic and not completely outside of any reasonable timeline. </p><p></p><p></p><p></p><p>I don't think the setting need be 'dreamlike' in order to be tailored to suite the requirements of the people playing in it. I mean, last night I made up a whole bunch of elements to be used to create an adventure (for another GM who asked if I had any ideas). Now, THESE DAYS I wouldn't do that much structuring of things, but then again its OK to think up some elements that might be appropriate given the PCs/players in hand. My point is, I spent a pretty short time on this, and IMHO it was 'ready to play' in my current style. I'm pretty sure it wouldn't seem dreamlike or shallow. There are plenty of chances for things to be elaborated and it is just really a kind of map/outline of how things COULD go, but that's enough to backstop my ad libbing.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7401241, member: 82106"] Well, I think complexity isn't really a limitation here. I didn't really consider it. We've been tending to talk about character's and their dramas in the singular, though its understood there is a whole party. Now, if the players want to ramify their activities into a greatly complex plotline, say where they start dealing with LOTS of NPCs and complex plans and etc. then I'm going to make the PLAYERS start to keep all that straight. I think its useful to have an idea, so you can 'tell a story about it' and it isn't confusing to anyone. OTOH I've already stated that I'm not super big on the idea that we can really 'explain' things causally in the game world. Or that is, we CAN, but these explanations aren't in any sense canonical. 100 other stories could be told that would be equally plausible. So I don't feel like I HAVE to do some detailed analysis, or keep perfect account of everything. It just doesn't matter so much to me. I mean, depending on the relationships between the characters in the two parties in your example, it might or might not be interesting if one put the other in danger. But I'd have it happen if it was dramatic and not completely outside of any reasonable timeline. I don't think the setting need be 'dreamlike' in order to be tailored to suite the requirements of the people playing in it. I mean, last night I made up a whole bunch of elements to be used to create an adventure (for another GM who asked if I had any ideas). Now, THESE DAYS I wouldn't do that much structuring of things, but then again its OK to think up some elements that might be appropriate given the PCs/players in hand. My point is, I spent a pretty short time on this, and IMHO it was 'ready to play' in my current style. I'm pretty sure it wouldn't seem dreamlike or shallow. There are plenty of chances for things to be elaborated and it is just really a kind of map/outline of how things COULD go, but that's enough to backstop my ad libbing. [/QUOTE]
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