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Why Worldbuilding is Bad
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<blockquote data-quote="Lanefan" data-source="post: 7415731" data-attributes="member: 29398"><p>Phantom of the Opera has a rather large advantage over the typical RPG campaign in that it is designed to be performed over but a few hours in one sitting, and has to get its story told within that time. At best it goes on for about the length of one (1) D&D session.</p><p></p><p>Were it expected to go on for several (or many) more "sessions", and assuming the performers were off-script but still in character i.e. similar to player role-playing their game characters, it is inevitable they would sooner or later want to move the story and-or plot beyond the confines of the theatre; meaning they need to somehow be informed what's out there so they can interact with it.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7415731, member: 29398"] Phantom of the Opera has a rather large advantage over the typical RPG campaign in that it is designed to be performed over but a few hours in one sitting, and has to get its story told within that time. At best it goes on for about the length of one (1) D&D session. Were it expected to go on for several (or many) more "sessions", and assuming the performers were off-script but still in character i.e. similar to player role-playing their game characters, it is inevitable they would sooner or later want to move the story and-or plot beyond the confines of the theatre; meaning they need to somehow be informed what's out there so they can interact with it. Lanefan [/QUOTE]
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