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Why Worldbuilding is Bad
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<blockquote data-quote="Imaro" data-source="post: 7416732" data-attributes="member: 48965"><p>I'm sorry but I'm still failing to see how worldbuilding = bad. I can understand one's preference for more or less worldbuilding (and thus picking a playstyle that speaks to that preference)... but so far, and maybe I've missed it in this enormous thread, what I haven't seen is a good argument for why it should be considered "bad" as a default. I mean it's a hobby, it's supposed to be fun and if for some people fleshing out their imaginary world or reading about the numerous details found in a published imaginary setting increases the enjoyment of participating in the hobby, I can't see how that could be considered a bad thing, especially when (in the case of a published world it can be ignored by those who don't want it) or in the case of a homebrew isn't impacting the game in a negative way for the players. Which brings me to another point...</p><p></p><p>How much worldbuilding should be considered excessive... well IMO, that's totally dependent on the players of the game. I know my players, I know what they're likely to seek information about, what they are likely to investigate in a given situation and even what they are likely to do in a general sense (and if I honestly have no clue I will ask them outside of playing time about their plans before our next gaming session)... so while the details I create may seem superfluous or excessive to someone not running for my group, they aren't for me because even though they may not be used in the game session they are providing a buffer that makes running a game a more comfortable experience for me with my particular group. I mean really that's the only measure that matters to me... whether the worldbuilding that has been undertaken (irregardless of actual direct usage in tonight's particular adventure) has enhanced the play experience in some way.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7416732, member: 48965"] I'm sorry but I'm still failing to see how worldbuilding = bad. I can understand one's preference for more or less worldbuilding (and thus picking a playstyle that speaks to that preference)... but so far, and maybe I've missed it in this enormous thread, what I haven't seen is a good argument for why it should be considered "bad" as a default. I mean it's a hobby, it's supposed to be fun and if for some people fleshing out their imaginary world or reading about the numerous details found in a published imaginary setting increases the enjoyment of participating in the hobby, I can't see how that could be considered a bad thing, especially when (in the case of a published world it can be ignored by those who don't want it) or in the case of a homebrew isn't impacting the game in a negative way for the players. Which brings me to another point... How much worldbuilding should be considered excessive... well IMO, that's totally dependent on the players of the game. I know my players, I know what they're likely to seek information about, what they are likely to investigate in a given situation and even what they are likely to do in a general sense (and if I honestly have no clue I will ask them outside of playing time about their plans before our next gaming session)... so while the details I create may seem superfluous or excessive to someone not running for my group, they aren't for me because even though they may not be used in the game session they are providing a buffer that makes running a game a more comfortable experience for me with my particular group. I mean really that's the only measure that matters to me... whether the worldbuilding that has been undertaken (irregardless of actual direct usage in tonight's particular adventure) has enhanced the play experience in some way. [/QUOTE]
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