You seem to be implying that I said or meant to say that. No way have I advocated that GMs should not think about the in-game world or that a GM that doesn’t think or want to think about the in-game world wouldn’t possibly be better off as a player.
Please don’t move the posts too much. There is a huge difference between simply thinking about the in-game world and building your own from scratch. Using a pre-defined setting does not mean that you cannot mull over it or adapt it to your tastes and needs, possibly investing significant time and creativity, possibly more than what some GMs invest into their homebrew worlds.
Is world-building a worthy endeavor to undertake or advocate for? Certainly. Does world-building generally demonstrate significant investment on behalf of the GM (and of the players if they participate)? Certainly.
Does world-building from scratch automatically make your game better? I’ve seen enough people coming in with their rather bland and boring homebrew world that just rehash plenty of overdone tropes to seriously doubt that (tough I’m certainly not arguing that pre-defined settings are automatically better either). And even if it did, one of my points is that there is a lot of others things, arguably more important, that contribute to the overall quality of a given campaign.
Are you a ‘bad’ GM unworthy of the title and of your friends time if you don’t build your own world? This is just a form of patronizing gate-keeping. You are certainly entitled to prefer homebrew worlds, to express no interest in playing a campaign in a pre-defined setting, to have beef with any or all existing settings, or generally finding that world-building is the only thing you really like about ttrpgs. But not only is the diversity of approaches, foci, and overall nature of tables a wonderful thing about ttrpgs, I strongly believe we can leave players decide for themselves whether or not their GM is ‘suitable’ as you put it, and this based on their own criteria. In a world where GMs only have a finite prep time during sessions, I find it rather unfair and a little rude to imply that they are running shitty games if they choose to rely on preexisting material to help them run their game.
Besides, GMing relies on a huge skill-set that extends far beyond the ability or desire to world-build and far beyond what most human beings can master. Like I said, you can certainly decide which skills a GM needs to have to be ‘suitable’ to run a game for you. In practice, it is just not tenable to expect any GM to master all of them, so while you can certainly argue that worldbuilding is a fundamental part of ttrpgs, I find it unbeckoning to automatically dismiss any GM that choose to focus their efforts on other aspects.
You seem to be implying that I said or meant to say that. No way have I advocated that GMs should not think about the in-game world or that a GM that doesn’t think or want to think about the in-game world wouldn’t possibly be better off as a player.
Please don’t move the posts too much. There is a huge difference between simply thinking about the in-game world and building your own from scratch. Using a pre-defined setting does not mean that you cannot mull over it or adapt it to your tastes and needs, possibly investing significant time and creativity, possibly more than what some GMs invest into their homebrew worlds.
Is world-building a worthy endeavor to undertake or advocate for? Certainly. Does world-building generally demonstrate significant investment on behalf of the GM (and of the players if they participate)? Certainly.
Does world-building from scratch automatically make your game better? I’ve seen enough people coming in with their rather bland and boring homebrew world that just rehash plenty of overdone tropes to seriously doubt that (tough I’m certainly not arguing that pre-defined settings are automatically better either). And even if it did, one of my points is that there is a lot of others things, arguably more important, that contribute to the overall quality of a given campaign.
Are you a ‘bad’ GM unworthy of the title and of your friends time if you don’t build your own world? This is just a form of patronizing gate-keeping. You are certainly entitled to prefer homebrew worlds, to express no interest in playing a campaign in a pre-defined setting, to have beef with any or all existing settings, or generally finding that world-building is the only thing you really like about ttrpgs. But not only is the diversity of approaches, foci, and overall nature of tables a wonderful thing about ttrpgs, I strongly believe we can leave players decide for themselves whether or not their GM is ‘suitable’ as you put it, and this based on their own criteria. In a world where GMs only have a finite prep time during sessions, I find it rather unfair and a little rude to imply that they are running shitty games if they choose to rely on preexisting material to help them run their game.
Besides, GMing relies on a huge skill-set that extends far beyond the ability or desire to world-build and far beyond what most human beings can master. Like I said, you can certainly decide which skills a GM needs to have to be ‘suitable’ to run a game for you. In practice, it is just not tenable to expect any GM to master all of them, so while you can certainly argue that worldbuilding is a fundamental part of ttrpgs, I find it unbeckoning to automatically dismiss any GM that choose to focus their efforts on other aspects.