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Worlds of Design: Worldbuilding 101 (Part 1)
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<blockquote data-quote="Hussar" data-source="post: 8004859" data-attributes="member: 22779"><p>That I'm going to disagree with. If you have adventures prepared, the rest of the world can largely go hang. If you have setting prepared and no adventures? Now you have five people staring at you waiting for something to happen. </p><p></p><p>To put it another way, who cares what happened on this spot a year, ten years, a hundred years ago? Unless it's immediately relevant to the campaign, it's meaningless and largely a waste of time.</p><p></p><p>It's a problem I've always had with Paizo adventures. Far, FAR too much backstory, 99% of which is irrelevant to the adventure at hand, and, no logical way to get that other 1% into the hands of the players, even if they actually cared. There's no game without an adventure. You can play for months without a setting.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8004859, member: 22779"] That I'm going to disagree with. If you have adventures prepared, the rest of the world can largely go hang. If you have setting prepared and no adventures? Now you have five people staring at you waiting for something to happen. To put it another way, who cares what happened on this spot a year, ten years, a hundred years ago? Unless it's immediately relevant to the campaign, it's meaningless and largely a waste of time. It's a problem I've always had with Paizo adventures. Far, FAR too much backstory, 99% of which is irrelevant to the adventure at hand, and, no logical way to get that other 1% into the hands of the players, even if they actually cared. There's no game without an adventure. You can play for months without a setting. [/QUOTE]
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