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Why Worldbuilding is Bad
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<blockquote data-quote="Hussar" data-source="post: 7417460" data-attributes="member: 22779"><p>Ok, perhaps a point form list of how I think that world building is bad might be a good idea.</p><p></p><p>I. How Worldbuilding is Bad for the DM/Table</p><p></p><ul> <li data-xf-list-type="ul">Worldbuilding takes away from time that could be spent writing the actual adventure. The more time the DM spends detailing Elven Tea Ceremonies, the less time he or she has to write an actual adventure.</li> <li data-xf-list-type="ul">Some DM's become very, very attached to their creations. To the point where any attempt by the players to change that creation will be met with very stiff resistance. </li> <li data-xf-list-type="ul">The possibility of the "Tour Des Realms" campaign where the PC's are basically just tourists in the game and are expected to make the appropriate oohing and ahhhing noises at the DM's wonderful creation.</li> <li data-xf-list-type="ul">The narrowing of possibilities in the game. The DM is a heavy world builder but the player doesn't want to play one of the pre-approved races. She wants to play something else. The DM nixes the idea, not because the idea is necessarily bad or powergaming or anything like that, but, because it doesn't fit with the DM's preconceptions of the campaign. This could also apply to any number of player concepts.</li> </ul><p></p><p>II How Worldbuilding is Bad in Published Works</p><p></p><ul> <li data-xf-list-type="ul">It's needless padding. Instead of getting material that can be directly used in the game, game books become things to be read.</li> <li data-xf-list-type="ul">It's intrusive. As more and more world building accumulates, any attempt to use the material other than specifically as written becomes more and more difficult. DM's have to spend more and more time slicing away the stuff they don't want to use in order to get that that nugget that is actually useful at the table.</li> <li data-xf-list-type="ul">Dogamtism. As world building material accretes, those that dive deep into that material become more and more resentful of any attempt to change that material to the point where changes become virtually impossible to implement, regardless of the actual value of the new idea.</li> </ul></blockquote><p></p>
[QUOTE="Hussar, post: 7417460, member: 22779"] Ok, perhaps a point form list of how I think that world building is bad might be a good idea. I. How Worldbuilding is Bad for the DM/Table [list][*]Worldbuilding takes away from time that could be spent writing the actual adventure. The more time the DM spends detailing Elven Tea Ceremonies, the less time he or she has to write an actual adventure. [*]Some DM's become very, very attached to their creations. To the point where any attempt by the players to change that creation will be met with very stiff resistance. [*]The possibility of the "Tour Des Realms" campaign where the PC's are basically just tourists in the game and are expected to make the appropriate oohing and ahhhing noises at the DM's wonderful creation. [*]The narrowing of possibilities in the game. The DM is a heavy world builder but the player doesn't want to play one of the pre-approved races. She wants to play something else. The DM nixes the idea, not because the idea is necessarily bad or powergaming or anything like that, but, because it doesn't fit with the DM's preconceptions of the campaign. This could also apply to any number of player concepts. [/list] II How Worldbuilding is Bad in Published Works [list][*]It's needless padding. Instead of getting material that can be directly used in the game, game books become things to be read. [*]It's intrusive. As more and more world building accumulates, any attempt to use the material other than specifically as written becomes more and more difficult. DM's have to spend more and more time slicing away the stuff they don't want to use in order to get that that nugget that is actually useful at the table. [*]Dogamtism. As world building material accretes, those that dive deep into that material become more and more resentful of any attempt to change that material to the point where changes become virtually impossible to implement, regardless of the actual value of the new idea. [/list] [/QUOTE]
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