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Why Worldbuilding is Bad
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<blockquote data-quote="Bedrockgames" data-source="post: 7417582" data-attributes="member: 85555"><p>Again, it comes down to playsstyle and preference. If you want to start adventures at the tomb because you feel that is where adventure is: I say go for it. That is a very efficient style of play, and I am sure it is going to work for plenty of groups. But I've gamed with too many players who can't stand that kind of approach, and who want the ability to say "well what happens if I go over here", that I think you need a tool like world building as one answer to that issue. It isn't a matter of going to the hills and having an encounter or two. In most cases, what it is about the ability to move freely through the world, in a way that isn't unlike our freedom in the real world. And that trip to the hills can become an adventure. Even random encounters can lead to something in that respect. The GMs job isn't to bore the players. The GM is still expected to keep the game alive (and if sufficient world building has gone on at those hills, there is more opportunity for adventure there should the players leave the tomb. </p><p></p><p></p><p></p><p>The approach you describe is one I've taken myself at times. It is totally fine. I occasionally run 'monster of the week' style adventures when I don't want to do Sandbox, and those are pretty much "this is where the adventure is this week" type campaigns. But just because that can work, that doesn't mean world building is bad (and I would say, I still do plenty of what I would regard in world building in those scenarios). It is all in what you want to do. I think the mistake here would be to say "hey this works for me" or "this works in this instance" so it should be standard advice. I believe in helping people find the tools that will fit their style and their group (and I feel the same way about RPG systems). What you are describing is a fine tool or approach, and for certain people or circumstances, I might recommend it. But I would also recommend a world building heavy approach for other groups. </p><p></p><p>The reason people react so strongly to "world building is bad" is it is the advice that is only going to work for certain GMs and certain conditions. Too many people see value from world building at the table to just go along with that kind of conclusion. And this is being expressed as an absolute, objective, Hussar has the answer for everyone.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7417582, member: 85555"] Again, it comes down to playsstyle and preference. If you want to start adventures at the tomb because you feel that is where adventure is: I say go for it. That is a very efficient style of play, and I am sure it is going to work for plenty of groups. But I've gamed with too many players who can't stand that kind of approach, and who want the ability to say "well what happens if I go over here", that I think you need a tool like world building as one answer to that issue. It isn't a matter of going to the hills and having an encounter or two. In most cases, what it is about the ability to move freely through the world, in a way that isn't unlike our freedom in the real world. And that trip to the hills can become an adventure. Even random encounters can lead to something in that respect. The GMs job isn't to bore the players. The GM is still expected to keep the game alive (and if sufficient world building has gone on at those hills, there is more opportunity for adventure there should the players leave the tomb. The approach you describe is one I've taken myself at times. It is totally fine. I occasionally run 'monster of the week' style adventures when I don't want to do Sandbox, and those are pretty much "this is where the adventure is this week" type campaigns. But just because that can work, that doesn't mean world building is bad (and I would say, I still do plenty of what I would regard in world building in those scenarios). It is all in what you want to do. I think the mistake here would be to say "hey this works for me" or "this works in this instance" so it should be standard advice. I believe in helping people find the tools that will fit their style and their group (and I feel the same way about RPG systems). What you are describing is a fine tool or approach, and for certain people or circumstances, I might recommend it. But I would also recommend a world building heavy approach for other groups. The reason people react so strongly to "world building is bad" is it is the advice that is only going to work for certain GMs and certain conditions. Too many people see value from world building at the table to just go along with that kind of conclusion. And this is being expressed as an absolute, objective, Hussar has the answer for everyone. [/QUOTE]
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