Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 7198244" data-attributes="member: 29398"><p>Well, yes and no.</p><p></p><p>One can come up with a very consistent and logical game world in and of itself, yet have it fall apart when it meets the game mechanics at the table because what the mechanics produce doesn't agree with the rest of the established game world.</p><p></p><p>Ideally the table matches the general area. Which is easy to do if instead of having hard results on the list, have the results instead be variances from normal for the region. So, in a jungle if you roll heavy precipitation, high winds and below-normal temperatures (which would give a blizzard in winter up north) you get what amounts to a tropical storm or maybe even a hurricane.</p><p></p><p>(sorry, weather geek here!)</p><p></p><p>Now were I for some reason to roll this result for an illogical number of days in a row I probably would start thinking about what might be causing it, come up with some reason the weather is being messed with and maybe work it in to the plot somehow if possible.</p><p></p><p>Where I suggest that - because it's a game, in the end - the mechanics become the foundation for the consistency. What the mechanics cause to happen at the table during play is - or should be - simply a snapshot of what happens everywhere else in that game world when similar situations arise, meaning that whatever the DM narrates about the rest of the world has to be explainable either using the existing mechanics (for consistency) or as a known and intentional break from them, explainable in other ways.</p><p></p><p>Problems arise, of course, when the mechanics simply can't handle something otherwise realistic and logical such as long-term injuries.</p><p></p><p>Which takes us back to about page 3 of this thread. The whole issue to begin with was that the mechanics (in this case, resting) have a problem; since then it's been shown that some (if not most) of that problem is that the mechanics only work as intended if you either accept significant knock-on effects to worldbuilding or just choose to ignore them.</p><p></p><p>Changing the mechanics is the obvious solution (though long ago rejected by the OP); however changing the resting mechanics immediately produces knock-on effects all over the place, to the point that one might end up redesigning half the game before landing on something that works.</p><p></p><p>Changing the world one wants to build is the other obvious solution, but hardly satisfactory in any way.</p><p></p><p>Agreed. Easy to do in a homebrew world, not so simple if one is trying to use a prepackaged setting (such as FR, which was the example given).</p><p></p><p>Lan-"welcome to the jungle, we got fun and games"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7198244, member: 29398"] Well, yes and no. One can come up with a very consistent and logical game world in and of itself, yet have it fall apart when it meets the game mechanics at the table because what the mechanics produce doesn't agree with the rest of the established game world. Ideally the table matches the general area. Which is easy to do if instead of having hard results on the list, have the results instead be variances from normal for the region. So, in a jungle if you roll heavy precipitation, high winds and below-normal temperatures (which would give a blizzard in winter up north) you get what amounts to a tropical storm or maybe even a hurricane. (sorry, weather geek here!) Now were I for some reason to roll this result for an illogical number of days in a row I probably would start thinking about what might be causing it, come up with some reason the weather is being messed with and maybe work it in to the plot somehow if possible. Where I suggest that - because it's a game, in the end - the mechanics become the foundation for the consistency. What the mechanics cause to happen at the table during play is - or should be - simply a snapshot of what happens everywhere else in that game world when similar situations arise, meaning that whatever the DM narrates about the rest of the world has to be explainable either using the existing mechanics (for consistency) or as a known and intentional break from them, explainable in other ways. Problems arise, of course, when the mechanics simply can't handle something otherwise realistic and logical such as long-term injuries. Which takes us back to about page 3 of this thread. The whole issue to begin with was that the mechanics (in this case, resting) have a problem; since then it's been shown that some (if not most) of that problem is that the mechanics only work as intended if you either accept significant knock-on effects to worldbuilding or just choose to ignore them. Changing the mechanics is the obvious solution (though long ago rejected by the OP); however changing the resting mechanics immediately produces knock-on effects all over the place, to the point that one might end up redesigning half the game before landing on something that works. Changing the world one wants to build is the other obvious solution, but hardly satisfactory in any way. Agreed. Easy to do in a homebrew world, not so simple if one is trying to use a prepackaged setting (such as FR, which was the example given). Lan-"welcome to the jungle, we got fun and games"-efan [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
Top