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Why Worldbuilding is Bad
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<blockquote data-quote="hawkeyefan" data-source="post: 7401382" data-attributes="member: 6785785"><p>How about “over predetermining” then? Yes, it’s a bit hyperbolic to say “all details”, but do you really not get what’s being said? A world isn’t needed before a town. Or whatever other smaller location might be in order. </p><p></p><p>Now, I understand the value of preparation, but that doesn’t mean that I can’t overdo it. I used to do exactly that....maps and elaborate histories describing dynasties and noble houses and their secrets. I stopped doing that mostly because I no longer had the time to devote to it, and I found very little change in my game. If anything, things got better because my prep tome was by necessity focused on things that were actually coming up in play.</p><p></p><p>So even though I value preparation, I can recognize the criticism of the article, and other potential pitfalls of over preparation. </p><p></p><p>Does that make more sense?</p><p></p><p></p><p></p><p>Sure, I get that. Little side discussions have come up, or specific points or examples are offered, and then people argue about those. But yet very little progress is made, it seems.</p><p></p><p>And that’s because both “sides” are doing the same thing you mention. </p><p></p><p>The Story Now/ No Myth style can certainly work. It can create a game world just as rich as any other. The way it does so is not by the quantity of detail but instead the quality. The details such a game focuses on are generally more relevant to the players than the major export of Calimshan ever is in 90% of games. </p><p></p><p>Now, that’s not to say that it must always be so. I’ve played in such games that sucked. I’m not so invested in the style that I can’t acknowledge it has weaknesses that go along with its strengths. And in my experience, most such games still use a fair amount of prep...it’s just that more of that is shifted to the players. But I think anyone who claims they don’t understand what preparation...worldbuilding, in this thread....has to offer, then they’re full of it.</p><p></p><p>I think both techniques have something to offer, and each “side” would be better served by listening and considering rather than simply insisting that their style creates a better or “realer” gameworld.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7401382, member: 6785785"] How about “over predetermining” then? Yes, it’s a bit hyperbolic to say “all details”, but do you really not get what’s being said? A world isn’t needed before a town. Or whatever other smaller location might be in order. Now, I understand the value of preparation, but that doesn’t mean that I can’t overdo it. I used to do exactly that....maps and elaborate histories describing dynasties and noble houses and their secrets. I stopped doing that mostly because I no longer had the time to devote to it, and I found very little change in my game. If anything, things got better because my prep tome was by necessity focused on things that were actually coming up in play. So even though I value preparation, I can recognize the criticism of the article, and other potential pitfalls of over preparation. Does that make more sense? Sure, I get that. Little side discussions have come up, or specific points or examples are offered, and then people argue about those. But yet very little progress is made, it seems. And that’s because both “sides” are doing the same thing you mention. The Story Now/ No Myth style can certainly work. It can create a game world just as rich as any other. The way it does so is not by the quantity of detail but instead the quality. The details such a game focuses on are generally more relevant to the players than the major export of Calimshan ever is in 90% of games. Now, that’s not to say that it must always be so. I’ve played in such games that sucked. I’m not so invested in the style that I can’t acknowledge it has weaknesses that go along with its strengths. And in my experience, most such games still use a fair amount of prep...it’s just that more of that is shifted to the players. But I think anyone who claims they don’t understand what preparation...worldbuilding, in this thread....has to offer, then they’re full of it. I think both techniques have something to offer, and each “side” would be better served by listening and considering rather than simply insisting that their style creates a better or “realer” gameworld. [/QUOTE]
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