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Why Worldbuilding is Bad
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<blockquote data-quote="Caliban" data-source="post: 7406657" data-attributes="member: 284"><p>Not always. I'm coming at it from the point of view of someone who prefers to run their own campaign world instead of using pre-written material, but I think the general principle holds - I like knowing the lore because it helps me do things differently than the pre-written encounters. And as a player, I like knowing the lore because it helps me come up with backgrounds and motivations for my characters that are tied to the setting. </p><p></p><p>Personally, I hate writing up the specifics of encounters that the PC's may or may not have ahead of time. (It's like herding cats, I swear. "We are definitely doing this thing next session." Great, I prepare for that thing. Next session. "We decided to do something completely different at the last moment.") </p><p></p><p>I prefer to spend my time writing up specific NPC's, monsters and magic items rather than encounters. Then use them as pieces in encounters I create on the fly (with the occasional "set piece" encounter for big stuff). Or spend that time creating setting lore that allows me to more easily improvise encounters on the fly based on the decisions and actions of the players. </p><p></p><p></p><p></p><p>Weird. It's almost like we are all different people with different styles, goals, and preferences instead of being part of a monolithic D&D hive mind. Crazy how that works.</p></blockquote><p></p>
[QUOTE="Caliban, post: 7406657, member: 284"] Not always. I'm coming at it from the point of view of someone who prefers to run their own campaign world instead of using pre-written material, but I think the general principle holds - I like knowing the lore because it helps me do things differently than the pre-written encounters. And as a player, I like knowing the lore because it helps me come up with backgrounds and motivations for my characters that are tied to the setting. Personally, I hate writing up the specifics of encounters that the PC's may or may not have ahead of time. (It's like herding cats, I swear. "We are definitely doing this thing next session." Great, I prepare for that thing. Next session. "We decided to do something completely different at the last moment.") I prefer to spend my time writing up specific NPC's, monsters and magic items rather than encounters. Then use them as pieces in encounters I create on the fly (with the occasional "set piece" encounter for big stuff). Or spend that time creating setting lore that allows me to more easily improvise encounters on the fly based on the decisions and actions of the players. Weird. It's almost like we are all different people with different styles, goals, and preferences instead of being part of a monolithic D&D hive mind. Crazy how that works. [/QUOTE]
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