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Why Worldbuilding is Bad
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<blockquote data-quote="Imaro" data-source="post: 7417592" data-attributes="member: 48965"><p>Writing an adventure takes a finite amount of time. If you don't have enough time to finish an adventure then yes worldbuilding along with... updating the campaign blog, testing the VTT equipment, studying up on rules, reading inspirational work, watching tv, creating artwork for your campaign, and so on are all things that take time and said time would probably be better put to use making an adventure. Does that mean all of the things I listed are bad? Or maybe we shouldn't assume that the GM/DM is willfully neglecting his adventure since if that's really what he wants to do there are a ton of things he could do beside adventure creation, some related to the game and others not so much. </p><p></p><p></p><p></p><p></p><p></p><p>IMO this is a weak argument... First because even you admit it's only a subset of GM's who use worldbuilding and also succumb to this. It's also a weak argument because it's pointing out that using a tool the wrong way is bad not that the tool itself is bad. Some people use knives to unscrew a screw... does that mean knives are bad tools or that this particular application of the knife is bad?</p><p></p><p></p><p></p><p></p><p></p><p>Eh, some people like exploration campaigns, some people actually enjoy discovering and exploring the GM's creation. If they are having fun why is that a bad thing, and who are you to claim it as such? If anything I would say when this is an issue it's a mismatch of player and GM desires and expectations. You don't like discovery/exploration campaigns, cool... but worldbuilding is necessary for such campaigns So IMO the answer isn't worlduilding is bad... it's [MENTION=22779]Hussar[/MENTION] isn't a good fit for a GM/group that enjoys such things. </p><p></p><p></p><p></p><p></p><p></p><p>I don't see this as a problem anymore than theme or genre constraints would be a problem. If the player bought into the campaign concept this shouldn't be an issue. If they haven't well that's a communication issue. If I'm running a game in Middle Earth and you agreed to play in a Middle Earth campaign there shouldn't be an issue if I'm not allowing you to play a tieflinf, irregardless of how cool you make it sound or how badly you want it. We'll play D&D eventually but until then you should try to abide by the social contract implied when agreeing to play in a particular world.</p><p></p><p></p><p></p><p></p><p></p><p>One man's "garbage" is another man's "treasure". Oh, and let me guess it would be you that decided exactly what everyone can or can't directly use in their particular games... Ah...no thanks, I can do that for myself.</p><p></p><p></p><p></p><p></p><p></p><p>Haven't experienced this at all. It's pretty easy to declare what is or isn't part of one's game... either by book (only the core camapign book is canon for this game), by level of granularity (This is a high level Greyhawk campaign with differeing details at the micro level or we're only using geography and place names), or even by timeline (This is a Pre-Faction War Campaign). Nothing inherent in worldbuilding forces a GM to use everything published for it and excluding things isn't hard at all if you have a particular vision for your camapign... I would argue it's no harder than making everything up from scratch ahead of the game or trying to improvise everything as it comes up.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>This argument makes no sense to me... I can't have the official changes to a particular world I want so there shouldn't be any worldbuilding. It's akin to the kid who wants to kick the sandcastle over because the kids who are having fun didn't build it exactly the way he wanted it... even though there's plenty of room in the sandbox for him to build his own customized castle. Also "value" is so subjective as to be almost meaningless in this context. What one person considers a great change others will hate and there's no way to judge whose particular likes have more value than other's likes.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7417592, member: 48965"] Writing an adventure takes a finite amount of time. If you don't have enough time to finish an adventure then yes worldbuilding along with... updating the campaign blog, testing the VTT equipment, studying up on rules, reading inspirational work, watching tv, creating artwork for your campaign, and so on are all things that take time and said time would probably be better put to use making an adventure. Does that mean all of the things I listed are bad? Or maybe we shouldn't assume that the GM/DM is willfully neglecting his adventure since if that's really what he wants to do there are a ton of things he could do beside adventure creation, some related to the game and others not so much. IMO this is a weak argument... First because even you admit it's only a subset of GM's who use worldbuilding and also succumb to this. It's also a weak argument because it's pointing out that using a tool the wrong way is bad not that the tool itself is bad. Some people use knives to unscrew a screw... does that mean knives are bad tools or that this particular application of the knife is bad? Eh, some people like exploration campaigns, some people actually enjoy discovering and exploring the GM's creation. If they are having fun why is that a bad thing, and who are you to claim it as such? If anything I would say when this is an issue it's a mismatch of player and GM desires and expectations. You don't like discovery/exploration campaigns, cool... but worldbuilding is necessary for such campaigns So IMO the answer isn't worlduilding is bad... it's [MENTION=22779]Hussar[/MENTION] isn't a good fit for a GM/group that enjoys such things. I don't see this as a problem anymore than theme or genre constraints would be a problem. If the player bought into the campaign concept this shouldn't be an issue. If they haven't well that's a communication issue. If I'm running a game in Middle Earth and you agreed to play in a Middle Earth campaign there shouldn't be an issue if I'm not allowing you to play a tieflinf, irregardless of how cool you make it sound or how badly you want it. We'll play D&D eventually but until then you should try to abide by the social contract implied when agreeing to play in a particular world. One man's "garbage" is another man's "treasure". Oh, and let me guess it would be you that decided exactly what everyone can or can't directly use in their particular games... Ah...no thanks, I can do that for myself. Haven't experienced this at all. It's pretty easy to declare what is or isn't part of one's game... either by book (only the core camapign book is canon for this game), by level of granularity (This is a high level Greyhawk campaign with differeing details at the micro level or we're only using geography and place names), or even by timeline (This is a Pre-Faction War Campaign). Nothing inherent in worldbuilding forces a GM to use everything published for it and excluding things isn't hard at all if you have a particular vision for your camapign... I would argue it's no harder than making everything up from scratch ahead of the game or trying to improvise everything as it comes up. This argument makes no sense to me... I can't have the official changes to a particular world I want so there shouldn't be any worldbuilding. It's akin to the kid who wants to kick the sandcastle over because the kids who are having fun didn't build it exactly the way he wanted it... even though there's plenty of room in the sandbox for him to build his own customized castle. Also "value" is so subjective as to be almost meaningless in this context. What one person considers a great change others will hate and there's no way to judge whose particular likes have more value than other's likes. [/QUOTE]
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