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Crafting Items - Expert Craftsman vs Adventurers
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<blockquote data-quote="The Crimson Binome" data-source="post: 7599706" data-attributes="member: 6775031"><p>Yes, I consider the actions of the world-builder to be distinct from the actions of the DM-at-the-table, for the same reason that I consider character creation to be distinct from role-playing your character at the table. Frequently, both tasks are performed by the same person; but they need not be, and even if they are, they are governed by different principles and restrictions. </p><p></p><p>The world-builder should create a setting or adventure that lends itself toward exciting gameplay, so that the DM-at-the-table doesn't need to cheat in order for interesting things to happen. Often, that's going to involve some contrivance (such as placing monsters in the world so that the players can follow a progression from weak to strong), but you can't fault a premise.</p><p>When it comes to role-playing NPCs, impartiality is just honestly playing the character as you understand them, and not having them act out-of-character in order to promote some ulterior motive. (Which really just goes back to not meta-gaming.) And the same goes for the players, with their characters.</p><p></p><p>The obvious corollary is that the world-designer and character-creator should not include characters which would derail game-play as a result of staying in character.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7599706, member: 6775031"] Yes, I consider the actions of the world-builder to be distinct from the actions of the DM-at-the-table, for the same reason that I consider character creation to be distinct from role-playing your character at the table. Frequently, both tasks are performed by the same person; but they need not be, and even if they are, they are governed by different principles and restrictions. The world-builder should create a setting or adventure that lends itself toward exciting gameplay, so that the DM-at-the-table doesn't need to cheat in order for interesting things to happen. Often, that's going to involve some contrivance (such as placing monsters in the world so that the players can follow a progression from weak to strong), but you can't fault a premise. When it comes to role-playing NPCs, impartiality is just honestly playing the character as you understand them, and not having them act out-of-character in order to promote some ulterior motive. (Which really just goes back to not meta-gaming.) And the same goes for the players, with their characters. The obvious corollary is that the world-designer and character-creator should not include characters which would derail game-play as a result of staying in character. [/QUOTE]
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