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Why Worldbuilding is Bad
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7419431" data-attributes="member: 82106"><p>Meh, I never personally understood the obsessive fan fascination with trivial details.... </p><p></p><p>Anyway, in an RPG where the group running a game is unlikely to exceed 10 people, and is usually half that, this shouldn't be a problem. And the less lore there is, the less chance it will be contravened later by something else.</p><p></p><p></p><p>I seem to remember it being fairly consistent, though I'm far from an obsessive fan about these things, as I said before. </p><p></p><p></p><p>I don't find that to be the case. Speaking from experience I know that the mass of material that is attached to my original D&D campaign world (probably 10 or more campaigns over 40 years) is practically impossible to reconcile or establish some sort of consistency against. The more lore there is, the more it will contradict itself and become inconsistent. Its best to have less lore, not more.</p><p></p><p></p><p>Which is of course one advantage of Story Now, pacing is very flexible. You certainly cannot guarantee things will happen in an exact timeframe, but I am not really sure why that's critical.</p><p></p><p></p><p></p><p>Exactly, you can simply have each episode play out at its own pace. </p><p></p><p>I don't see why internal consistency or 'plot continuity' (by which in Story Now I would mean narrative consistency) would be any harder to achieve than in any other technique. I feel entirely confident in my ability to handle the internal consistency of a basic one-session-per-week RPG. I'm not super organized on the whole, but I can still note the main established facts and remember what the players seem to want to do.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7419431, member: 82106"] Meh, I never personally understood the obsessive fan fascination with trivial details.... Anyway, in an RPG where the group running a game is unlikely to exceed 10 people, and is usually half that, this shouldn't be a problem. And the less lore there is, the less chance it will be contravened later by something else. I seem to remember it being fairly consistent, though I'm far from an obsessive fan about these things, as I said before. I don't find that to be the case. Speaking from experience I know that the mass of material that is attached to my original D&D campaign world (probably 10 or more campaigns over 40 years) is practically impossible to reconcile or establish some sort of consistency against. The more lore there is, the more it will contradict itself and become inconsistent. Its best to have less lore, not more. Which is of course one advantage of Story Now, pacing is very flexible. You certainly cannot guarantee things will happen in an exact timeframe, but I am not really sure why that's critical. Exactly, you can simply have each episode play out at its own pace. I don't see why internal consistency or 'plot continuity' (by which in Story Now I would mean narrative consistency) would be any harder to achieve than in any other technique. I feel entirely confident in my ability to handle the internal consistency of a basic one-session-per-week RPG. I'm not super organized on the whole, but I can still note the main established facts and remember what the players seem to want to do. [/QUOTE]
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