virtualmarmalade

strange, isn't it?

  • like, whatever you want

31, FL, USA
game design liker, amateur ttrpg writer, sonic/zelda/pokemon fan, perpetually broke

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Maybe I'm the weirdo here but I've never been someone who dives deep into ttrpg lore. Really I don't care that much about any "official" setting or what have you... Mostly I pick and choose whatever flavor catches my eye in a given book as a springboard to come up with my own ideas. It seems like so much more work to study and learn someone else's worldbuilding and setting details when I could instead spend that effort making my own thing with my friends...
As long as the setting supports the mechanics, you can really do and make whatever you want in a lot of games, and that's a huge part of the fun for me - following the prewritten stuff so closely just feels like an extra constraint that I really chafe against...
Idk. I've seen a couple big posts about how great it is to play a game with tons of prewritten lore and flavor that's deeply tied into the mechanics and character creation and whatnot and I've been trying to form my thoughts into something coherent. Not to say that stuff is bad or wrong ways to find enjoyment, just that it can also feel overly prescriptive and stifling. To me anyway.

I guess don't mind having this stuff as a starting point, but to me it's only good and productive if I can easily throw away whatever parts I don't care about and replace it with my own shit basically.


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in reply to @virtualmarmalade's post:

I totally get the tedium of learning someone’s setting and wanting to just make your own stuff. Personally, it’s always a balance between if I want to do that work or not. Sometimes, things are more engaging for me when they haven’t been designed by committee, and in some groups we aren’t interested in collaborating over setting details.

I definitely sympathize with it feeling stifling and restrictive some times. It can be rough to want to engage with a game in a way where the end result is you have to find a different game entirely. Im a fan of the DIY approach, but personally it’s moderated by the knowledge that we have to do the work ourselves.

I see what you mean. For me, the worldbuilding is an intrinsic part of the play though. Even if I was using a prebuilt setting, I'm still gonna try and make the world fit to the characters at the table. There has to be some wiggle room to reashape the details because I'm not gonna say No when someone comes up with a cool idea, y'know? For my table it comes naturally for the GM to set up a campaign with some core ideas about setting and theme and then use the details of the player characters and the interests of the players to guide worldbuilding from there, even if we don't have an explicit Collaborative Design Process. Like, frankly there's no way all 4-6 of us are doing the homework even if we wanted to play a Lore Accurate Game lol