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Why Worldbuilding is Bad
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<blockquote data-quote="Imaro" data-source="post: 7417723" data-attributes="member: 48965"><p>Ok, I guess if it's a known irrelevant that makes sense but it's hard (at least for me it is) to know what is irrelevant to your players in the moment... I've had players pick up on something that was a minor detail and run with it for some purpose I wouldn't have fathomed and honestly if it's something I improv'd I just come clean and tell them I don't remember it... but I hate doing that and it tends to make my players feel as if I'm just pulling things out of thin air in the moment (which of course I am) and that's not a playstyle they tend to enjoy, especially once it's revealed to them.</p><p></p><p>All that said you could just be a better improviser than many, one of the things that gets looked over in these types of discussion around playstyle is that different GM's have different strengths and weaknesses. For some improvising the world may be a strong skill they wield and track with ease but for others it may be a weakness. For me personally coming up with stuff on the fly isn't an issue but tracking it all is a headache for me so I tend to rely on a moderately fleshed out world with smaller doses of improvisation at the adventure level. </p><p></p><p>OAN: I will readily admit that the difficulty with tracking improv'd things may also arise from the fact that I and my group tend to enjoy a little scotch and often our fair share of beer when gaming... <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Imaro, post: 7417723, member: 48965"] Ok, I guess if it's a known irrelevant that makes sense but it's hard (at least for me it is) to know what is irrelevant to your players in the moment... I've had players pick up on something that was a minor detail and run with it for some purpose I wouldn't have fathomed and honestly if it's something I improv'd I just come clean and tell them I don't remember it... but I hate doing that and it tends to make my players feel as if I'm just pulling things out of thin air in the moment (which of course I am) and that's not a playstyle they tend to enjoy, especially once it's revealed to them. All that said you could just be a better improviser than many, one of the things that gets looked over in these types of discussion around playstyle is that different GM's have different strengths and weaknesses. For some improvising the world may be a strong skill they wield and track with ease but for others it may be a weakness. For me personally coming up with stuff on the fly isn't an issue but tracking it all is a headache for me so I tend to rely on a moderately fleshed out world with smaller doses of improvisation at the adventure level. OAN: I will readily admit that the difficulty with tracking improv'd things may also arise from the fact that I and my group tend to enjoy a little scotch and often our fair share of beer when gaming... :lol: [/QUOTE]
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