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Why Worldbuilding is Bad
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<blockquote data-quote="Bedrockgames" data-source="post: 7416483" data-attributes="member: 85555"><p>I have players who ask questions about the places, people, etc when they are interacting with the setting. Players ask all kinds of questions when they are concocting plans, trying to figure out a place, or whatever. They rarely come up entirely out of the blue, there is usually a context, but the questions are often ones I wouldn't have predicted. I don't have to have an answer for everything. But if the players want to know something relevant about a local organization, an important person in the area, etc, I like to have that kind of information developed before hand. Keep in mind, I tend to run open style campaigns. There isn't necessarily a planned adventure. I tend to be more reactive to what the players try to do, and having setting details really helps me in that respect. </p><p></p><p></p><p></p><p></p><p></p><p>Can you stop being so snarky Hussar? And can you please stop constructing straw men and putting words into peoples' mouths? Is it really that difficult for you to imagine people play the game differently from you? </p><p></p><p>I run open style campaigns. I don't always run campaigns this way, but I often do. In a sandbox like this, players are not obligated to 'complete' adventures if they don't want to. There are lots of good reasons in game to stop what you are doing now, and go do something else. Again, if you don't like this style of play, I am not asking you to run games this way. But lots of players really enjoy this style. And one of the key features is letting them find their own way in the setting. That doesn't mean what they did in the south is inconsequential. Ninety percent of the time, the party probably sees through whatever they've started. But they do have the option of walking away from a situation, a dungeon, etc, if it is reasonable for them to do so. But again, this was just a random example. The party could just as easily have completed the mystery, then decided to go to Dee. It is ultimately up to them where they go in the setting.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7416483, member: 85555"] I have players who ask questions about the places, people, etc when they are interacting with the setting. Players ask all kinds of questions when they are concocting plans, trying to figure out a place, or whatever. They rarely come up entirely out of the blue, there is usually a context, but the questions are often ones I wouldn't have predicted. I don't have to have an answer for everything. But if the players want to know something relevant about a local organization, an important person in the area, etc, I like to have that kind of information developed before hand. Keep in mind, I tend to run open style campaigns. There isn't necessarily a planned adventure. I tend to be more reactive to what the players try to do, and having setting details really helps me in that respect. Can you stop being so snarky Hussar? And can you please stop constructing straw men and putting words into peoples' mouths? Is it really that difficult for you to imagine people play the game differently from you? I run open style campaigns. I don't always run campaigns this way, but I often do. In a sandbox like this, players are not obligated to 'complete' adventures if they don't want to. There are lots of good reasons in game to stop what you are doing now, and go do something else. Again, if you don't like this style of play, I am not asking you to run games this way. But lots of players really enjoy this style. And one of the key features is letting them find their own way in the setting. That doesn't mean what they did in the south is inconsequential. Ninety percent of the time, the party probably sees through whatever they've started. But they do have the option of walking away from a situation, a dungeon, etc, if it is reasonable for them to do so. But again, this was just a random example. The party could just as easily have completed the mystery, then decided to go to Dee. It is ultimately up to them where they go in the setting. [/QUOTE]
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