Worldbuilding, man. I made fun of it on the show, but I love me a good worldbuilding dialog. Tell me a backstory that gives greater meaning or depth to the story I’m currently participating in.
Keys for making a good worldbuilding dialog.
- It should be optional. The player should be able to jump in and out of the conversation quickly and move on. Not everyone likes worldbuilding. Sometimes even people who like might not like this particular story. And even if they’re into lore and they like this lore, sometimes those people are on their sixth playthrough and don’t need to hear the story again.
- A good backstory is not a list of dates and people. It is a list of events and consequences. The lore should explain something about the state of the world right now. Culture, politics, religion, language, technology, etc. Everything else is cruft.
- Seriously, though. Make it optional.
WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.
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