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Why Worldbuilding is Bad
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<blockquote data-quote="TheSword" data-source="post: 7401341" data-attributes="member: 6879661"><p>Okay this has probably morphed into a few different debates into one.</p><p></p><p>- No Myth vs Some Prep : I suspect this is a whole different argument than the one the original poster and article refers to. It sounds like the improv theatre equivalent to an adventure. I don’t doubt from the examples give by Pemerton it can work for some groups. Probably isn’t my cup of tea but I can see a lot of advantages.</p><p></p><p>- No Myth vs World Building : By this I refer to detailing half a continents worth of races, cultures kingdoms, gods, locations etc, to the point of giving names, locations, and some details. Both systems have their advantages and disadvantages. It seems like people are trying to compare apples and oranges to me. Like trying to decide which is better a Chaucer play or a piece of improv comedy. It will depend entirely on your tastes. Criticising No Myth is like criticising comedy for not being serious enough.</p><p></p><p>- Adventure Building vs World Building : this is the position that the the original article is making I believe. That by codifying the extraneous details of that half a continent and defining them as more than a general idea you are setting artificial limits to the story going in that direction if it feels natural. For instance if you decide the elf PC has a very interesting plot line you want to follow up about an eleven artefact. Then you can have a major eleven settlement be relatively near rather than 200 miles away like you originally planned. </p><p></p><p>At the beginning It is enough to say ‘there are elves’. If you have an elf PC then you might want to decide more, if the PCs have good reason to visit an elven settlement then sure detail it and work out how elves live and what one or two of the gods are etc. This is adventure building rather than writing a campaign setting.</p><p></p><p>I think too many of my campaigns take the form of journeys. Showing off the world. By focussing on tighter adventure building it’s less likely players will want to cross the mountains just to see what’s there. I think you can instead spend more time making sure there are lots of things on this side of the mountains to keep them interested. While at the same time keeping space in the campaign world for something cool in the campaign world on the other side.</p></blockquote><p></p>
[QUOTE="TheSword, post: 7401341, member: 6879661"] Okay this has probably morphed into a few different debates into one. - No Myth vs Some Prep : I suspect this is a whole different argument than the one the original poster and article refers to. It sounds like the improv theatre equivalent to an adventure. I don’t doubt from the examples give by Pemerton it can work for some groups. Probably isn’t my cup of tea but I can see a lot of advantages. - No Myth vs World Building : By this I refer to detailing half a continents worth of races, cultures kingdoms, gods, locations etc, to the point of giving names, locations, and some details. Both systems have their advantages and disadvantages. It seems like people are trying to compare apples and oranges to me. Like trying to decide which is better a Chaucer play or a piece of improv comedy. It will depend entirely on your tastes. Criticising No Myth is like criticising comedy for not being serious enough. - Adventure Building vs World Building : this is the position that the the original article is making I believe. That by codifying the extraneous details of that half a continent and defining them as more than a general idea you are setting artificial limits to the story going in that direction if it feels natural. For instance if you decide the elf PC has a very interesting plot line you want to follow up about an eleven artefact. Then you can have a major eleven settlement be relatively near rather than 200 miles away like you originally planned. At the beginning It is enough to say ‘there are elves’. If you have an elf PC then you might want to decide more, if the PCs have good reason to visit an elven settlement then sure detail it and work out how elves live and what one or two of the gods are etc. This is adventure building rather than writing a campaign setting. I think too many of my campaigns take the form of journeys. Showing off the world. By focussing on tighter adventure building it’s less likely players will want to cross the mountains just to see what’s there. I think you can instead spend more time making sure there are lots of things on this side of the mountains to keep them interested. While at the same time keeping space in the campaign world for something cool in the campaign world on the other side. [/QUOTE]
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