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Why Worldbuilding is Bad
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<blockquote data-quote="hawkeyefan" data-source="post: 7412012" data-attributes="member: 6785785"><p>So there is a ton of material of the kind you like, but you want to actively get rid of the kind you don't like? Okay, cool.</p><p></p><p>Listen, I get it that there can easily be too much world lore or fluff included in many products. I just skip whatever I don't like. Problem solved. I don't think it needs to be eliminated. Because the truth is it's subjective, and the line will be different for everyone, and there needs to be at least some fluff to lend context to the mechanics. You mentioned an Otyugh in an earlier post....and there's a reason you know why an Otyugh would be an appropriate creature in a given situation, and that's because of the world lore. </p><p></p><p>So your line is drawn sooner than many others. Mine is honestly probably not drawn that much further along than yours. I get some inspiration from some of those lore bits, but I'm just as likely to get inspiration from any other source. I do think that many folks tend to overthink worldbuilding in actual play itself....how many days of travel from X to Y, and weather tables, and lists of imports and exports and all of that. But there are a lot of people who like that stuff.</p><p></p><p>Edited to add:</p><p>I meant to mention that one of my favorite products of all time is <em>Uncaged: Faces of Sigil</em>. It is almost entirely lore in the form of NPCs and their backstories. A stat block is given for each NPC, but that amounts to a fraction of the material. A couple of maps and other supplemental type of bits are also given. But the bulk of the book is by far just the story of these NPCs and their goals and motivations, and how those connect them to others. </p><p></p><p>I've been mining that book for story material for 20 years. It's an amazing source, honestly, and I'm curious if you're familiar with it and how you feel about it.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7412012, member: 6785785"] So there is a ton of material of the kind you like, but you want to actively get rid of the kind you don't like? Okay, cool. Listen, I get it that there can easily be too much world lore or fluff included in many products. I just skip whatever I don't like. Problem solved. I don't think it needs to be eliminated. Because the truth is it's subjective, and the line will be different for everyone, and there needs to be at least some fluff to lend context to the mechanics. You mentioned an Otyugh in an earlier post....and there's a reason you know why an Otyugh would be an appropriate creature in a given situation, and that's because of the world lore. So your line is drawn sooner than many others. Mine is honestly probably not drawn that much further along than yours. I get some inspiration from some of those lore bits, but I'm just as likely to get inspiration from any other source. I do think that many folks tend to overthink worldbuilding in actual play itself....how many days of travel from X to Y, and weather tables, and lists of imports and exports and all of that. But there are a lot of people who like that stuff. Edited to add: I meant to mention that one of my favorite products of all time is [I]Uncaged: Faces of Sigil[/I]. It is almost entirely lore in the form of NPCs and their backstories. A stat block is given for each NPC, but that amounts to a fraction of the material. A couple of maps and other supplemental type of bits are also given. But the bulk of the book is by far just the story of these NPCs and their goals and motivations, and how those connect them to others. I've been mining that book for story material for 20 years. It's an amazing source, honestly, and I'm curious if you're familiar with it and how you feel about it. [/QUOTE]
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