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<blockquote data-quote="EzekielRaiden" data-source="post: 9051662" data-attributes="member: 6790260"><p>I think this is more than a little unfair, but not totally wrong. Many DMs <em>do</em> engage in worldbuilding purely for the fun of it, without really considering whether the players will interact with it or not. But many of them do so because of the influence of Tolkien, a juggernaut of world-building, because they know much of the joy of reading the Legendarium is that it <em>is</em> so thought-out and, if not "complete," then at least very comprehensive. As was said above, worldbuilding can be like bay leaf, or like some of the more subtle forms of graphical processing. You don't necessarily notice its <em>presence</em>, but you definitely notice its <em>absence</em>.</p><p></p><p>I've done more than a bit of worldbuilding (as anyone who has heard me blather about <em>Jewel of the Desert</em> will know!), but I try to keep it on things that are relevant. Are there other cities in the Tarrakhuna? Sure! We've never been to 90%+ of them, and have no reason to go to them, so I haven't given one thought to that, even though I'm sure they're there. In fact, I've almost given more thought to the courts of Jinnistan--Mt. Matahat, Shalast-Asmar, the City of Brass, etc.--than I have to the cities of the mortal world. If the mortal-world cities <em>become</em> relevant, I can develop them.</p><p></p><p>But there are plenty of things that are of the form "a danger/resource/<em>thing</em> is out there, awaiting discovery," because I know that the party's interests are such that they <em>will</em> discover them, sooner or later. The truth of the northern jungles (discovered a couple years back--they had secretly been led by a couatl, one of the only celestials still on this world, but naughty word went Real Bad several centuries ago), the truth of the Elf-Forest to the south (it used to be the land of the El-Adrin, before they magically pulled themselves into a pocket dimension to escape...<em>something</em> that happened ~2000 years ago, around when the Genie-Rajahs abandoned the mortal world for Jinnistan), the truth of the Bard's devilish paternal ancestor (a juicy one they're still narrowing down!), etc.</p><p></p><p></p><p>While that is true, I think it is more effective to do a sort of...half-and-half, or perhaps back-and-forth approach here. You make the canvas, which the players then paint with their characters, and then you paint a scene around their characters, and then the players work their way through that scenario as best they see fit. Instead of it being a perfect thing of crystalline beauty,</p><p></p><p></p><p></p><p>It sounds like Battlesystem, at least for AD&D, was not what I would consider "core" rules (that is, AFAICT, only 4e took the stance of "all company-published content is core.") I did not mean, by my original statement, that <em>no</em> such rules existed, just that they weren't core.</p><p></p><p>However, it sounds like Overgeeked has proven me incorrect--given BECMI <em>is</em> considered one core of rules, albeit one published serially rather than all at once, it is the counter-example I asked for.</p><p></p><p>Overall, though, I still think it is fair to say that WotC D&D isn't, and <em>most</em> TSR D&D wasn't, considered to be a form of wargaming. The influence is there, but it's pretty clearly not a key focus even from the beginning, and became less and less so with time.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9051662, member: 6790260"] I think this is more than a little unfair, but not totally wrong. Many DMs [I]do[/I] engage in worldbuilding purely for the fun of it, without really considering whether the players will interact with it or not. But many of them do so because of the influence of Tolkien, a juggernaut of world-building, because they know much of the joy of reading the Legendarium is that it [I]is[/I] so thought-out and, if not "complete," then at least very comprehensive. As was said above, worldbuilding can be like bay leaf, or like some of the more subtle forms of graphical processing. You don't necessarily notice its [I]presence[/I], but you definitely notice its [I]absence[/I]. I've done more than a bit of worldbuilding (as anyone who has heard me blather about [I]Jewel of the Desert[/I] will know!), but I try to keep it on things that are relevant. Are there other cities in the Tarrakhuna? Sure! We've never been to 90%+ of them, and have no reason to go to them, so I haven't given one thought to that, even though I'm sure they're there. In fact, I've almost given more thought to the courts of Jinnistan--Mt. Matahat, Shalast-Asmar, the City of Brass, etc.--than I have to the cities of the mortal world. If the mortal-world cities [I]become[/I] relevant, I can develop them. But there are plenty of things that are of the form "a danger/resource/[I]thing[/I] is out there, awaiting discovery," because I know that the party's interests are such that they [I]will[/I] discover them, sooner or later. The truth of the northern jungles (discovered a couple years back--they had secretly been led by a couatl, one of the only celestials still on this world, but naughty word went Real Bad several centuries ago), the truth of the Elf-Forest to the south (it used to be the land of the El-Adrin, before they magically pulled themselves into a pocket dimension to escape...[I]something[/I] that happened ~2000 years ago, around when the Genie-Rajahs abandoned the mortal world for Jinnistan), the truth of the Bard's devilish paternal ancestor (a juicy one they're still narrowing down!), etc. While that is true, I think it is more effective to do a sort of...half-and-half, or perhaps back-and-forth approach here. You make the canvas, which the players then paint with their characters, and then you paint a scene around their characters, and then the players work their way through that scenario as best they see fit. Instead of it being a perfect thing of crystalline beauty, It sounds like Battlesystem, at least for AD&D, was not what I would consider "core" rules (that is, AFAICT, only 4e took the stance of "all company-published content is core.") I did not mean, by my original statement, that [I]no[/I] such rules existed, just that they weren't core. However, it sounds like Overgeeked has proven me incorrect--given BECMI [I]is[/I] considered one core of rules, albeit one published serially rather than all at once, it is the counter-example I asked for. Overall, though, I still think it is fair to say that WotC D&D isn't, and [I]most[/I] TSR D&D wasn't, considered to be a form of wargaming. The influence is there, but it's pretty clearly not a key focus even from the beginning, and became less and less so with time. [/QUOTE]
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