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Why Worldbuilding is Bad
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<blockquote data-quote="Hussar" data-source="post: 7414753" data-attributes="member: 22779"><p>But, here's the point. I posted a quote from a Dungeon module above about how, thousands of years ago, the Olman people were more advanced than they are now. Ok, fair enough. We can agree (I think) that that's world building.</p><p></p><p>And it has zero to do with the actual adventure and virtually no way to actually come up at the table unless the DM specifically makes a point to do so.</p><p></p><p>So much of the hobby is chock a block with this sort of thing. Stuff to be read and not used. It becomes very intrusive as well. Planescape has completely dominated any planar material for D&D for several editions. Saying that kobolds are sometimes slaves to dragons changes both kobolds and dragons. Since when did dragons keep slaves? I'm drawing a blank on a single genre story that talks about our dragon slaying hero having to wade through hordes of slaves to get to the dragon.</p><p></p><p>Once that stuff starts getting established, it's virtually impossible to change. People internalize it, despite the fact that it probably never actually appeared in their games, to the point where any change to that excessive world building is viewed as bad, not because the idea is necessarily bad, but, because it changes lore that virtually no one ever used in the first place. </p><p></p><p>It's unnecessary, fills book after book after book with pointless trivia, and claims a place of much more importance than it really should.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7414753, member: 22779"] But, here's the point. I posted a quote from a Dungeon module above about how, thousands of years ago, the Olman people were more advanced than they are now. Ok, fair enough. We can agree (I think) that that's world building. And it has zero to do with the actual adventure and virtually no way to actually come up at the table unless the DM specifically makes a point to do so. So much of the hobby is chock a block with this sort of thing. Stuff to be read and not used. It becomes very intrusive as well. Planescape has completely dominated any planar material for D&D for several editions. Saying that kobolds are sometimes slaves to dragons changes both kobolds and dragons. Since when did dragons keep slaves? I'm drawing a blank on a single genre story that talks about our dragon slaying hero having to wade through hordes of slaves to get to the dragon. Once that stuff starts getting established, it's virtually impossible to change. People internalize it, despite the fact that it probably never actually appeared in their games, to the point where any change to that excessive world building is viewed as bad, not because the idea is necessarily bad, but, because it changes lore that virtually no one ever used in the first place. It's unnecessary, fills book after book after book with pointless trivia, and claims a place of much more importance than it really should. [/QUOTE]
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