Having read all kinds of posts of yours regarding your game, I've every reason to think I'd probably quite enjoy it.It does make more sense. I also don't have as much time to prepare as I used to. Back in the day, I created my own worlds with maps, history, etc. These days I'm so busy that it's all I can do to do a bit of prep on adventures now and then. That's the main reason I run my games in the Forgotten Realms. It already has all the prep work I need done and allows me to focus on adventures within that world.
That said, I do find that there is a difference in my games. I have to improvise a lot more which is pretty clear to the players. My improvisation is pretty good, but it's not so smooth that you can't tell at times when its happening, which does bring down the quality a bit from where my game used to be. While my players don't mind, I'm sure my game wouldn't be one that [MENTION=29398]Lanefan[/MENTION] would want to play in.
Yes, he has. That those instances of play occurred I obviously can't dispute.
What I can and will dispute is that this sort of play can provide a campaign that is and remains sustainable for the long term (by which I mean anything beyond just a few sessions), without a ridiculous amount of work probably done by the GM to record everything about the setting that comes up in play so as to be consistent should it ever be encountered again. @pemerton 's game logs - those that we've seen - are exhaustive in their mechanical detail as well as their events recording and probably do give enough info to provide at least some long-term consistency...and in this I maintain that he's so unusual as to possibly be unique. (that's supposed to be a compliment, in case you're wondering!)
I dispute that it can continue to do so over time, as things get forgotten or numbers/time/distance/locations shift or morph in ways they shouldn't or things get skipped between scenes that end up needing to be retconned.
And note I'm not necessarily suggesting that traditional play (including worldbuilding) doesn't have rocks of its own to run aground on. It does, and over time I think I've probably hit them all.But I also think it's got more versatility in what it can do or be made to do in terms of what type-style-length-size of games or campaigns it can support, which gives it the advantage.
To each their own. Personally, I don't see it as an issue. If I were to want assassins going after the party, maybe someone related to the NPCs goes to the guild and hires them several days later (or simply pays someone to track down and kill the characters). Maybe, someone goes to an official and the official sends out assassins. Maybe, a more powerful related NPC takes it upon themselves to track down the party with the help of allies.
Hell, in one campaign, after the party crossed the only Wizard's Guild and killed a few low level members, I didn't have assassin's hired by them show up until several sessions later. When they did, they were accompanied by one or two guild wizards. If the party escaped or killed them them, another group would show up at a later date. It was about a year or two in real life play before the party found out how they were being tracked and it went back to the thief stealing a guild ring off one of the dead wizards on the second session of play (which was a continuation of the first night).
In one of the few in person games I ever got to play in we started playing Age of Worms in Greyhawk. I do not remember how I gained access to this information because I am not a big setting buff (for financial reasons) but I decided that I was going to be a Priest of Vathris, the hero-deity that was slain by Kyuss. I think I might have been a bit of a killjoy because my character was in a little too deep with the "anguish" aspect.
But I had a goal for that campaign which never could have actually lasted long enough for me to complete it: I had this idea that I am a bit hazy on now but I think it was: I would obtain the black spear that the distraught Vathris carries around with him which Kyuss used to kill him, then I would cast miracle with some grand statement in conjunction with striking the killing blow against Kyuss and then Vathris would be reborn in my character's body.
This idea would have been hella epic if I could have ever pulled it off. And it was an idea that was born as a natural extension of the world of Greyhawk. I probably never would have come up as anything so dramatic as a player in a generic, unspecified world. I am a bit of a fan of the idea that creativity is taking this out of the box and then building something with what you have left. Worldbuilding is an enabler of this kind of creativity. Of course some people will not need or want it. But some will.
Cool. This could in theory happen in any game, however, though it needs the right kind of players (who both seek and enjoy such high-drama situations) and DM (willing and able to facilitate such).As a player: to make choices that will express one's character and shape the outcome of whatever it is that is at stake in play. As a GM: to work with the players to establish whatever it is that is at stake in play, and then push the players (and thereby their PCs) in respect of it.
And the mechanics for determining such, yes.Some people would rather have outcomes be determined by action resolution rather than dictated by the GM's hitherto-unrevealed and unilateral framing. I don't see how that is so hard to understand.
Who do you think disagrees with this? Obviously if there is no shop, then no shop can be found.
What we're discussing is how it might be established, as part of the preparation for and play of a RPG, that there is or isn't a shop.
Assuming - and please correct me if I'm wrong - that the bazaar example is typical, my criticisms of it lie in how anything leading up to that point is essentially skipped over, not least of which is an opportunity for the party to meet and get to know each other. Also, framing it such that the PC or party have to explore the town a bit before finding the feather merchant gives you a chance to tell them - yes, tell themYou have participated extensively in the other worldbuilding thread. In that thread you've read the account of the bazaar- and-feather scene; and taken part in a lot of discussions about it.
Now recall how you and some other posters have said that you would handle it - include how you have been critical of the idea of opening the game with the PCs at the bazaar and an angel feather being offered for sale.
The fact that the technique is something you're critical of seems to suggest that it is not the same as what is involved in worldbuilding.
Absolutely. The three (or four) "pillars" of the game work differently and thus are probably best served by using different mechanics.If the orc kills the PC, and the GM has decided ahead of tiem that this is what will happen, that mode of decision-making is irrelevant to the here-and-now result. Nevertheless, many RPGers think it matters to the play of the game whether the combat is resolved via the standard mechanics, or by the GM deciding the outcome in advance.
It does...though part of the fun of playing is to be able to try the implausible.Action declarations aren't normally made on a whim - they pertain to the play of the game.
But if the players thing that the presence of a sage is plausible (and if they didn't, they wouldn't have their PCs try and find one), then that seems to settle the question of verisimilitude. Doesn't it?
I wasn't thinking so much of tournament or convention play, but of ongoing RPGA or AL-type play where you can establish your character during the weekly game at your FLGS then take said character to another game at a different store and drop it in, then take it to a convention and drop it into a game there, then return to your FLGS and keep the same character going; with all of these contributing to the character's continuing growth and development.Given that there are no shortage of players who prefer APs to "story now", I don't think that published/shared settings are under any sort of threat!
Given that it is central to "story now" that there is no "the story", it doesn't naturally lend itself to tournament/convention-type play, although I have played in convention games that approximate to it: normally the first session is used for the players to establish their feel for the PCs while the GM sets the scene; and the second session is the crunch.
If it's a major city in a magical world "teleport" may also be a transport answer.If this is not already obvious - for instance, if the game is "generic fantasy" then the answer to the questions about transport are horses, carts/wagons, and, if a port town, boats/ships - then if it is just colour someone at the table can make something up, and if it matters then checks can be declared and resolved.
I guess my point is that worldbuilding DM's don't have to do as much of it during play, as the background stuff has already been done.Happy as I am to be flattered, frankly I think you're exaggerating in both respects. Keeping track of the events of play is not that hard; and to the extent that it is, I don't think worldbuilding GMs are going to do any better a job of it.
As said above, this is one hell of a chart!I've attached the chart that one of my players maintained for our RM OA game, in pretty much its final state (after about 10 years of play).
OK, I agree that you MIGHT not have come up with Vathris and a black spear, and etc. You probably COULD have come up with some of that backstory though for your character. Certainly the concept and some of the names, etc. I'm sure it would be less detailed, but is it the detail that made it engaging or the dramatic aspect of it?
And then the more interesting question, to me: You say it was basically impossible to attain this kind of play using the techniques/system/whatever that was in place for that game. What kind of a game would have made that POSSIBLE? Would that have been an interesting game to you and could you have played out the scenario you outline? Could you have at least had the choice to ATTEMPT to do so? Would that have been cool? I mean, you might have failed to kill Kyuss or whatever, but TO ME it would seem like the whole scene would be super epic!
I don’t really no why no-myth is being drawn into the discussion (other than as part of some weird historical cosmic battle.)
The original article isn’t regarding No-myth. There doesn’t seem to be any debate over whether some prep is needed. It’s just a question of how much.
My point was that the NPC not being able to go get an assassin *at the time*, because there were no assassin's in town and the nearest assassins were days away was not a big deal to me, because assassins could be brought in later if it made sense keeping within the "world building that had been done prior. To some people having world building and maintaining verisimilitude within that structure is a bad thing. To those like myself, it is something desired. The world building defines the setting on a large scale and answers certain questions ahead of time (what is the geography? What is the planar cosmology? Whom are the deities and how active are they (if there are deities)? What is the nature of magic in the world? What are the various nations and cultures available to PCs and what are they like (what are their beliefs and values? What is their government like. What is their technology? what classes/class variants/ subclasses are available)? What are some of the major institutions found in each culture? Whom are some of the major NPCs? What is some local history? Are their any major monsters in the area or other information that a starting player from a specific region or city might have that other starting characters would not?But in MY terms the questions that spring to mind here are:
1) what is the point of establishing 'there are no assassins in this town' if you're just going to have assassins show up anyway! I mean, what did this 'detail' do for you? How did it matter? What you're basically saying is "I can plausibly just ignore the consequences of any detail so I can generate the plot I desire." which is exactly MY point, these details don't really mean much....
2) The whole thing with the Wizard's Guild would stink of hidden backstory in the sort of games I run. Why is the game all about how this guild is perpetually tracking the party, unless this is somehow central to the agenda being expressed in this specific game. If so, its great, but I would think there would then be more dramatically satisfying elements underpinning it than "oh, this fact I couldn't possibly know was responsible for it." (IE you would have it be a consequence of something a PC did as part of his 'thing' which defines his character, or a choice which grew out of that). If the whole guild thing does NOT involve anything the player's are interested in, then why are they being subjected to it in the first place? I mean, "oh gosh we stole this ring" is pretty thin gruel in my book.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.