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Why Worldbuilding is Bad
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7401630" data-attributes="member: 82106"><p>But in MY terms the questions that spring to mind here are:</p><p></p><p>1) what is the point of establishing 'there are no assassins in this town' if you're just going to have assassins show up anyway! I mean, what did this 'detail' do for you? How did it matter? What you're basically saying is "I can plausibly just ignore the consequences of any detail so I can generate the plot I desire." which is exactly MY point, these details don't really mean much....</p><p></p><p>2) The whole thing with the Wizard's Guild would stink of hidden backstory in the sort of games I run. Why is the game all about how this guild is perpetually tracking the party, unless this is somehow central to the agenda being expressed in this specific game. If so, its great, but I would think there would then be more dramatically satisfying elements underpinning it than "oh, this fact I couldn't possibly know was responsible for it." (IE you would have it be a consequence of something a PC did as part of his 'thing' which defines his character, or a choice which grew out of that). If the whole guild thing does NOT involve anything the player's are interested in, then why are they being subjected to it in the first place? I mean, "oh gosh we stole this ring" is pretty thin gruel in my book.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7401630, member: 82106"] But in MY terms the questions that spring to mind here are: 1) what is the point of establishing 'there are no assassins in this town' if you're just going to have assassins show up anyway! I mean, what did this 'detail' do for you? How did it matter? What you're basically saying is "I can plausibly just ignore the consequences of any detail so I can generate the plot I desire." which is exactly MY point, these details don't really mean much.... 2) The whole thing with the Wizard's Guild would stink of hidden backstory in the sort of games I run. Why is the game all about how this guild is perpetually tracking the party, unless this is somehow central to the agenda being expressed in this specific game. If so, its great, but I would think there would then be more dramatically satisfying elements underpinning it than "oh, this fact I couldn't possibly know was responsible for it." (IE you would have it be a consequence of something a PC did as part of his 'thing' which defines his character, or a choice which grew out of that). If the whole guild thing does NOT involve anything the player's are interested in, then why are they being subjected to it in the first place? I mean, "oh gosh we stole this ring" is pretty thin gruel in my book. [/QUOTE]
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