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Why Worldbuilding is Bad
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<blockquote data-quote="Imaro" data-source="post: 7416954" data-attributes="member: 48965"><p>Well I think one of the problems is approaching this from a "need" perspective. To play D&D all you technically need is your PC's, a room, an orc and some treasure. Not my cup of tea and I wouldn't want to play in such a barebones game... but technically that's all one needs to play D&D. So I definitely think approaching a hobby that is generally done for enjoyment from a need perspective obfuscates the issue... unless all GM's/DM's are concerned with running minimalist games... which I know at least for me isn't really a concern of mine. </p><p></p><p></p><p></p><p>But couldn't this be alleviated through discussing the campaign with your players beforehand? Getting buy in, and understanding their interests around said buy in before creating the world? Or if using a published campaign setting running it by them first? Perhaps that's where we differ, I don't tend to design a world without being sure my players are interested enough in the world (at least at a high level) that they will want to play, explore and game in it. </p><p></p><p></p><p></p><p>No argument here on this point.</p><p></p><p></p><p></p><p>Well I think keeping an adventure flexible (as opposed to the world) is my preference (I tend to write adventures in an outline-esque form) but I can see the argument for either one depending on your preferences...</p><p></p><p>That said I keep seeing this strange assumption where there must be something better you can do for the game with your time besides worldbuilding or besides backstory... but honestly, at least IME, once I have the first adventure sketched out... there really isn't much for me to do before the first session (or usually even for a couple sessions once play begins) besides add to the world. FOr context we tend to alternate DM's in our group and so we have plenty of notice when a campaign is nearing it's wrap up point and another GM will be stepping in). I am curious though about what these other things I could be doing are (not being sarcastic or snarky but am honestly thinking maybe I'm missing something here)? </p><p></p><p></p><p></p><p> Emphasis mine... bingo, I think this is not only the key to a good campaign but also the key to relevant worldbuilding.</p><p></p><p></p><p></p><p>See to me this would be a much more constructive conversation vs. trying to paint worldbuilding as "bad" or in terms of need. what are some best practices for worldbuilders (and when should you break or subvert those), what types of games benefit from worldbuilding, how do people go about building out their worlds, etc. I know at leats for me it's be more helpful than this endless argument where everyone has already dug in their heels and picked a side.</p><p></p><p></p><p></p><p>Yeah I'm not really understanding this line of reasoning either...</p></blockquote><p></p>
[QUOTE="Imaro, post: 7416954, member: 48965"] Well I think one of the problems is approaching this from a "need" perspective. To play D&D all you technically need is your PC's, a room, an orc and some treasure. Not my cup of tea and I wouldn't want to play in such a barebones game... but technically that's all one needs to play D&D. So I definitely think approaching a hobby that is generally done for enjoyment from a need perspective obfuscates the issue... unless all GM's/DM's are concerned with running minimalist games... which I know at least for me isn't really a concern of mine. But couldn't this be alleviated through discussing the campaign with your players beforehand? Getting buy in, and understanding their interests around said buy in before creating the world? Or if using a published campaign setting running it by them first? Perhaps that's where we differ, I don't tend to design a world without being sure my players are interested enough in the world (at least at a high level) that they will want to play, explore and game in it. No argument here on this point. Well I think keeping an adventure flexible (as opposed to the world) is my preference (I tend to write adventures in an outline-esque form) but I can see the argument for either one depending on your preferences... That said I keep seeing this strange assumption where there must be something better you can do for the game with your time besides worldbuilding or besides backstory... but honestly, at least IME, once I have the first adventure sketched out... there really isn't much for me to do before the first session (or usually even for a couple sessions once play begins) besides add to the world. FOr context we tend to alternate DM's in our group and so we have plenty of notice when a campaign is nearing it's wrap up point and another GM will be stepping in). I am curious though about what these other things I could be doing are (not being sarcastic or snarky but am honestly thinking maybe I'm missing something here)? Emphasis mine... bingo, I think this is not only the key to a good campaign but also the key to relevant worldbuilding. See to me this would be a much more constructive conversation vs. trying to paint worldbuilding as "bad" or in terms of need. what are some best practices for worldbuilders (and when should you break or subvert those), what types of games benefit from worldbuilding, how do people go about building out their worlds, etc. I know at leats for me it's be more helpful than this endless argument where everyone has already dug in their heels and picked a side. Yeah I'm not really understanding this line of reasoning either... [/QUOTE]
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