Without a doubt, a lot of the fun I get from gaming is in the world creation. I've said as much here, and many, many other GMs find the same joy in it, whether the malicious glee of a cleverly designed trap, or the dramatic turning point of a story or scheme that's going to provoke an emotional response from players.
Something like
Ben Robbins'
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If you wanted, you could even get a little fantastical with it. For a long time, I wanted to publish a citybook about a fictional city that dealt with topics like dream property, expanding but unknown borders, etc. It never came to fruition, but it could work like a Vampire-game version of a William S. Burroughs novel or maybe Calvino's Invisible Cities.
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PAS
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Mostly those stories really made me want to draw maps. I don't think I'm over my unhealthy addiction to graph paper acquired from a misspent adolescence.
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What I really like about it is the punch-in, punch-out playstyle. Here are the people who can make a session today: They explore this thing, and it's concluded by the end of the session. Then, two weeks later, when someone's out of town but someone has an unexpected schedule opening, it's no grief -- a different buncha dudes explore a different thing in the same shared world. Such a beauty.
But, yeah, the schedule flexibility trades off for the worldbuilding monomania.
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Every time I do a "to be continued" two-parter, though (usually because a session runs late or things get complicated: the PCs lose the climactic battle and next session will pick up with a deathtrap, for instance), schedules get wonky. It's all the more argument for done-in-one sessions. Of course, optimally we'd have six hours for those, but with dinner and drive time and all, it doesn't really work out that way.
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