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Why Worldbuilding is Bad
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<blockquote data-quote="Lanefan" data-source="post: 7418689" data-attributes="member: 29398"><p>Er...because that's how the game is usually played, perhaps?</p><p></p><p>Sure one-shots happen - convention play wouldn't exist without 'em - but you're not going to get much story out of them. And as we've been more or less talking about story for these last many pages and the means to generate a backdrop for such, an assumption that we're by default talking about games that go on long enough* to generate a story seems reasonable.</p><p></p><p>* - doesn't have to be all that long - a few decent-length sessions might even be enough, but a one-session one-off doesn't usually have time to generate much beyond a couple of combats and maybe a boss battle if the party gets that far.</p><p></p><p>Bracketed numbers added by me.</p><p></p><p>(1) is how I've played forever.</p><p></p><p>(2) needs clarification on one point: are the adventures run each week supposed to be connected in any way (e.g. the same PCs, and-or a continuing storyline) or are they completely independent of each other. If the latter then you're talking about each week just being a one-shot. If the former, then sooner or later someone - be it the DM or one or more players - is going to start considering how these various adventures might be connected plot-wise or in-game-world history-wise or geographically. Add to this the need for (a) town(s) to support treasury division, training (if used) and downtime** and you're well on your way to building a setting whether you intended to or not.</p><p></p><p>** - an essential component, I think. A campaign where play stops at the end of one dungeon and starts at the entrance to the next with nothing in between is, I posit, severely lacking.</p><p></p><p>Depends on what one defines as scenario-to-scenario continuity.</p><p></p><p>Sure I can have one scene where the party agree to recover the Baron's stolen treasure from the orcs and then jump to the next scene where the party approach the orcs' lair...but in that jump I've skipped a lot, and what I've skipped (the travel, the preparations, the planning, etc.) just happens to be the part that demands some setting foundation. Fancy that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7418689, member: 29398"] Er...because that's how the game is usually played, perhaps? Sure one-shots happen - convention play wouldn't exist without 'em - but you're not going to get much story out of them. And as we've been more or less talking about story for these last many pages and the means to generate a backdrop for such, an assumption that we're by default talking about games that go on long enough* to generate a story seems reasonable. * - doesn't have to be all that long - a few decent-length sessions might even be enough, but a one-session one-off doesn't usually have time to generate much beyond a couple of combats and maybe a boss battle if the party gets that far. Bracketed numbers added by me. (1) is how I've played forever. (2) needs clarification on one point: are the adventures run each week supposed to be connected in any way (e.g. the same PCs, and-or a continuing storyline) or are they completely independent of each other. If the latter then you're talking about each week just being a one-shot. If the former, then sooner or later someone - be it the DM or one or more players - is going to start considering how these various adventures might be connected plot-wise or in-game-world history-wise or geographically. Add to this the need for (a) town(s) to support treasury division, training (if used) and downtime** and you're well on your way to building a setting whether you intended to or not. ** - an essential component, I think. A campaign where play stops at the end of one dungeon and starts at the entrance to the next with nothing in between is, I posit, severely lacking. Depends on what one defines as scenario-to-scenario continuity. Sure I can have one scene where the party agree to recover the Baron's stolen treasure from the orcs and then jump to the next scene where the party approach the orcs' lair...but in that jump I've skipped a lot, and what I've skipped (the travel, the preparations, the planning, etc.) just happens to be the part that demands some setting foundation. Fancy that. :) Lanefan [/QUOTE]
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