Saturday, November 26, 2022

Fruit

Chose to dig in last night and a bit this evening and build a page for "farmland" on the wiki, the lowest level "facility" on the hammer page, as encouraged by yesterday's post.  In keeping with the traditions of approaching D&D, I'd write a paragraph that was dead obvious to a person who'd ever watched a television show not about crime.  Something like,

"Farmland consists of fields, houses and storage buildings, where food is grown for the general community.  Crops are harvested in the fall and that not consumed by the farmer and family are generally sold in the nearest village."


We need to get away from this kind of "design."  Like any other part of the game, what's needed is hard information the players can exploit, as well as setting standards for the population's diet.  This means knowing the amount of food that's grown and the number of farmers that exist, and not in a homogenous, every-farm-is-the-same manner.  Thus, the page below, which attempts to capture a gradation in farms according to the environment they're located ... based, of course, on the maps I've created.


Adding more it probably necessary and eventually, maybe, I'll come round to that.  Nonetheless, this is the general idea I need to incorporate in all the facilities that need development and explanation.  It's not just, "what is it?"  It has to be, how precisely can the players use this knowledge to their advantage, and how does the fact of this thing establish order within the game's setting ... from how many people live here, to how much excess food can I produce in a year from as much land as I can plant?

Recently, with a short back and forth on JB's blog, Jacob72 chose to testify about worldbuilding in a way that's emblematic:

"Having read both replies several times I've concluded that we're probably going to have to disagree on the degree of world building that a DM has to put in to provide a fun and satisfying D&D experience to their players.

"World building can be fun. My entry into the hobby was influenced by the maps in the Hobbit and the campaign maps of WW2 in my Dad's history books. As well as wondering how these places were pronounced (especially Eastern Front ones) I would wonder what the terrain was like, what goes on in these places and what the people did. Peter Fenlon's maps for MERP and the world building detail in the MERP supplements fascinates me and continues to do so. I even try to sketch out fragments of these maps to get a feel for the places.

"But is it necessary that the DM needs to do it in order for the players to have fun?"


It was clearly necessary for someone to engage in an incredible level of worldbuilding so that Jacob could enjoy his fun.  The map in The Hobbit took a lot of hours to design and draw, probably going through multiple incarnations.  The campaign maps from WW2 he cites were created by people who gave their lives to mapmaking, sometimes within the time space of WW2, since those designers remained close enough to the fighting in some cases, and certainly within the scope of being bombed in London and elsewhere.  Fenlon and others burned midnight oil aplenty to produce the work they did ... even I recognise that, and I don't even like it.

In effect, the answer to Jacob is that, apparently, so long as someone else does it, no, it's not necessary for a given DM to work for the players to have fun.

My typical answer is that this is the kind of fun that's okay for the first few years, but for a nutjob fanatic like me, it fell way, way short by the time I was in the hobby for ten years.  Undoubtedly sooner, since I did all that I could to advance my world as much as possible based upon the work that others had done.  They buried themselves in work; it seemed right that I should do the same, to achieve the best possible result.  Folks like Jacob have a tendency to think on the scale of "good enough."

But there's a wider point to be made.

For many, I know from personal experience, most game DMs don't engage like this because committing themselves to this degree of scale seems unimaginable.  For them, there's no possibility of putting in this kind of work.  True, they haven't the time ... given what they choose to put their time towards.  But more importantly, they haven't the will.  Since they are having fun, they can't see the point of it.  So they invent an argument that states, "I don't have to."  As if having to has anything to do with this level of dedication.

Just now, I'm well within the understanding that much that I've started to design will NEVER achieve completion.  I will never finish all the sage abilities that I can envision.  Nor will I finish creating the world in 6-mile hexes.  Nor can I conceivably write all the pages on the wiki for which I've created links.  The vision I have for D&D's development is too large for the time one person has.  All that I'm doing is going to end being unfinished.  There's nothing I can do about that.

Some might think, then, that I'm going through the motions to entertain myself.  Obviously, I'm entertained, but that's not the goal here.  If I were doing this to suit me, I'd hardly need to spend extra time explaining it in blog posts, or posting it in a wiki.  In reality, it doesn't matter if I complete the work.  The work I do is merely a stub for the work that someone else will do after I'm gone.  And the more I do, the more others will have to work with.  Just as it is with everything related to humanity.  We did not make this society in a generation.  It took millions of people who were able to envision a world that would exist after they, personally, were gone.  And so they worked towards making that world possible.  Not because they'd be able to sit back and enjoy the fruits of their labour.  They died before those fruits matured.  No, they worked, knowing others would gain.  Others would comprehend how the world is made ... not by any one person, and not in projects that last only a lifetime.

Jacob, and many others, can't see that.  They can only measure the value of things in what they do for themselves.  Thus, when they see something bigger, something too big to scoff at, they make excuses for why they don't want to climb aboard.  They don't need to.

But the Jacobs of the world can't see how they might provide knowledge and value to others.  It's not just what Jacob does for his world.  It's what Jacob might do for every world.  Everywhere.  He can't see that.

He can't see that this is how humanity functions.  That this is a greater reason to do everything we're capable of doing, as designers, as workers, as people committed to a better world.  I make cute little maps and write annoying little wiki pages.  That's my contribution.

What's yours?

10 comments:

  1. This is what I like. Nothing is decorative, it has a function and a player who wishes to can make it function. And if they don't, then it still informs other decisions: how big is this nearby hamlet that's not even worth putting on the map likely to be? We can figure it out with XYZ as soon as we need to.

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  2. Absolutely loving the finished Hammer page and your farmland writeup.

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  3. I came across your blog and wiki quite recently, and was fascinated by the approach to playing D&D you declare in the "Roles", and that you would spend some paragraphs elaborating on a steppe (this being the first time I truly learnt what a "steppe" is). I am going through some slow/heavy reads of your years of backlogs.

    I am therefore very keen for you to continue your works on that wiki. To the extent where as you alluded in your Unhealthy Dependency/SaySaySay posts, if I visit and there's no new post, it means you've been working on the wiki or maps or other larger projects. That's where the real magic happens! While a post about what 5E is doing wrong, or other things like that are good fun reads in a fast food kind of way, the real meat and potatoes of your works I feel are the wiki and maps, and in particular that they're YOUR wiki and maps. That's why I'm saddened that you've alluded a few times that despite your best efforts, the slow march of time will leave your works as an unfinished project.

    All I can do is hope that you can put in as much as you can... which is part of the reason why I've picked up your books and put in a humble monthly contribution recently to help you keep doing what you're doing. There's lots more I want to say, but I don't want to waste your time with excess gushing

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  4. Oh boy, I see more facilities pages turning blue :)

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  5. It has been a long while since I have had the time to read over everything and get caught up but to see the mapping project coming so far along has been a delight.

    The points brought up have been, good. Only because I didn't realize I was following a similar line, a bit influenced by earlier works I had read and my own players being very invested in regional development. While I might not be as granular with the 6-mile hex and settled instead on 12-mile hexes to map but I am really enjoying the fact that you have set yourself on a project that is just that immense of scale.

    So, I can appreciate the amount of work being put in here because for years, letting players run around maps that I have spent too many nights scribbling on and repairing when something goes wrong always pay out when they can actually visualize everything.

    Thank you for this contribution and the impending facility lists so I can compare notes to see where my assumptions line up and if I can improve or adapt anything.

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  6. Your cute maps, "little" wiki pages, and unrelenting contributions have inspired me to add my humble contributions toward what I hope is gaming progress.

    I've started sharing what I do, a good deal of which is applying what you do to my game world, here https://ludalis.blogspot.com.

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  7. Cute was your word for your maps. I perhaps should have used quotation marks there.

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