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Worlds of Design: Worldbuilding 101 (Part 1)
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<blockquote data-quote="hawkeyefan" data-source="post: 8002043" data-attributes="member: 6785785"><p>History doesn't need to be established beforehand. Just what’s needed. Anything else can be established on the fly. I don’t think establishing things on the fly is really significantly more subject to contradictions. My entire Blades in the Dark campaign is established almost entirely in the fly, or at my most prep-heavy, immediately prior to a session. I haven’t run into any contradictions yet. </p><p></p><p>My 5E D&D campaign, however, has had a few minor ones. All easily explained and altered as needed, so none were a big deal. These mostly were things that I could have simply let them stand as they were, but they didn’t match some preconceived idea I had in my head about events. So my players weren’t even aware of the contradictions so much as I was.</p><p></p><p>My 5E campaign revolves around some ancient godly actions and conflict, and the PCs are discovering relevant bits through play. But beside the actual relevant lore, the history of the campaign is mostly unwritten. </p><p></p><p>I think history can play a part in a game, though I think you have to be careful about being too self indulgent; to me te history has to be engaging enough to justify its inclusion, or minimal enough so as to not be confusing or overwhelming. It’s a tool that can be used, but it’s definitely not as foundational as many consider it.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8002043, member: 6785785"] History doesn't need to be established beforehand. Just what’s needed. Anything else can be established on the fly. I don’t think establishing things on the fly is really significantly more subject to contradictions. My entire Blades in the Dark campaign is established almost entirely in the fly, or at my most prep-heavy, immediately prior to a session. I haven’t run into any contradictions yet. My 5E D&D campaign, however, has had a few minor ones. All easily explained and altered as needed, so none were a big deal. These mostly were things that I could have simply let them stand as they were, but they didn’t match some preconceived idea I had in my head about events. So my players weren’t even aware of the contradictions so much as I was. My 5E campaign revolves around some ancient godly actions and conflict, and the PCs are discovering relevant bits through play. But beside the actual relevant lore, the history of the campaign is mostly unwritten. I think history can play a part in a game, though I think you have to be careful about being too self indulgent; to me te history has to be engaging enough to justify its inclusion, or minimal enough so as to not be confusing or overwhelming. It’s a tool that can be used, but it’s definitely not as foundational as many consider it. [/QUOTE]
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