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Why Worldbuilding is Bad
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7402140" data-attributes="member: 82106"><p>I don't know, I never read it or played it. Guess I'm weird that way, I've skipped MOST of the pre-authored stuff in D&D. Never played in FR, DL, etc. Played a character in, and ran, a few WoG things, and an OA that COULD possibly be Kara-Tur, but maybe isn't. Ran some of the early classic modules, that's about it.</p><p></p><p>Anyway, sure, and this is sort of getting to my point, that 'AP type' games (what I called Wizard of Oz Gaming) structures things in a way that is designed to run you through all the material, not to focus on the stuff that you WANT to do. Now, maybe the game you were in really just couldn't have developed enough to get to where you wanted in the time allotted and maybe the pacing was conducive to what OTHER players wanted as well, I can't say. </p><p></p><p>Story Now games do tend to be less roundabout and often less dragged out in terms of getting to the 'meat' of the thing. In other words, its less about 'surviving to 20th level' and more about 'how do we fight Kyuss?', which might REQUIRE getting to level 20, but maybe not if the GM is a little more flexible (IE maybe 12th level is enough). </p><p></p><p>Now, one objecting to 'maybe 12th level is enough' would be "but lots of major NPC figures would then be capable of doing it", but TO ME that's an argument against world building! </p><p></p><p>I would also observe that classic D&D is geared towards creating a very hard road to the top levels. One that requires a long time and a lot of getting ganked and going back to square one (at least in the most classic default mode of 1e or even 2e). It isn't really a very good fit for Story Now in that sense. This is one reason that my own personal game rules don't work in the classic D&D advancement anymore. Advancement is more tied to the fiction, so when "epic concerns" become the focus of the game, the characters evince "epic traits" to match them!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7402140, member: 82106"] I don't know, I never read it or played it. Guess I'm weird that way, I've skipped MOST of the pre-authored stuff in D&D. Never played in FR, DL, etc. Played a character in, and ran, a few WoG things, and an OA that COULD possibly be Kara-Tur, but maybe isn't. Ran some of the early classic modules, that's about it. Anyway, sure, and this is sort of getting to my point, that 'AP type' games (what I called Wizard of Oz Gaming) structures things in a way that is designed to run you through all the material, not to focus on the stuff that you WANT to do. Now, maybe the game you were in really just couldn't have developed enough to get to where you wanted in the time allotted and maybe the pacing was conducive to what OTHER players wanted as well, I can't say. Story Now games do tend to be less roundabout and often less dragged out in terms of getting to the 'meat' of the thing. In other words, its less about 'surviving to 20th level' and more about 'how do we fight Kyuss?', which might REQUIRE getting to level 20, but maybe not if the GM is a little more flexible (IE maybe 12th level is enough). Now, one objecting to 'maybe 12th level is enough' would be "but lots of major NPC figures would then be capable of doing it", but TO ME that's an argument against world building! I would also observe that classic D&D is geared towards creating a very hard road to the top levels. One that requires a long time and a lot of getting ganked and going back to square one (at least in the most classic default mode of 1e or even 2e). It isn't really a very good fit for Story Now in that sense. This is one reason that my own personal game rules don't work in the classic D&D advancement anymore. Advancement is more tied to the fiction, so when "epic concerns" become the focus of the game, the characters evince "epic traits" to match them! [/QUOTE]
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