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Why Worldbuilding is Bad
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<blockquote data-quote="Bedrockgames" data-source="post: 7415226" data-attributes="member: 85555"><p>I got say, I think your definition of world building is far too narrow. I don't know any GM who doesn't include the creation of characters in the setting as a basic element of world building. Cities, towns, dungeons, other locations, cultures, NPCs, groups, institutions, history, etc; these are all part of world building. How deep you need to go, is totally up to you. Everyone is different. But world building has a definite use in game. Even things that don't come up, but could, are helpful to create a world that feels a bit more real (otherwise the setting can feel like a set in a movie studio, where a parking lot exists beyond that wall or curtain). And all that stuff can be very useful. Knowing what is important to locals in a given area in terms of survival and economy, gives you very important motivations for why people even leave their village to do things like seek out adventurers. Understanding how institutions work also is important for similar reasons (what officials would PCs deal with in this case? what powers do they have? what rewards can they offer in this society?). Again, you don't have to go any more deep than you need on this stuff, but a lot of these are things that may never emerge in play. When they do, that information is very useful to have on hand or in your memory. And it makes great fuel for building adventures.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7415226, member: 85555"] I got say, I think your definition of world building is far too narrow. I don't know any GM who doesn't include the creation of characters in the setting as a basic element of world building. Cities, towns, dungeons, other locations, cultures, NPCs, groups, institutions, history, etc; these are all part of world building. How deep you need to go, is totally up to you. Everyone is different. But world building has a definite use in game. Even things that don't come up, but could, are helpful to create a world that feels a bit more real (otherwise the setting can feel like a set in a movie studio, where a parking lot exists beyond that wall or curtain). And all that stuff can be very useful. Knowing what is important to locals in a given area in terms of survival and economy, gives you very important motivations for why people even leave their village to do things like seek out adventurers. Understanding how institutions work also is important for similar reasons (what officials would PCs deal with in this case? what powers do they have? what rewards can they offer in this society?). Again, you don't have to go any more deep than you need on this stuff, but a lot of these are things that may never emerge in play. When they do, that information is very useful to have on hand or in your memory. And it makes great fuel for building adventures. [/QUOTE]
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