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Bastion rules: every pub owner is at least 13th level
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<blockquote data-quote="DEFCON 1" data-source="post: 9153430" data-attributes="member: 7006"><p>Of course they aren't linked with the game world. Almost no game mechanics throughout D&D are. I mean I'll keep saying it until people start actually realizing or accepting it... but the game mechanics of D&D exist to play <em>the game</em> of Dungeons & Dragons. The board game of Dungeons & Dragons. Where you roll dice to get better numbers compared to other people who are rolling dice trying to get better than you.</p><p></p><p>And while the results of those dice rolls gets <em>translated</em> into a semblance of story beats... those rolls are not in any meaningful way, shape, or form actually <em>illustrations</em> of the narrative of the world being played in. And if (general) you try and connect the two... you will ALWAYS find the disconnects between how the game mechanics work (for the board game to play correctly) and the flavor and story of the campaign you are playing in.</p><p></p><p>These Bastion rules now exist for there to be a downtime "mini-game" for players to play in building and running some function hall. But they do not illustrate the actual lived-in experience of owning and running a function hall <em>within the campaign story</em>. Because as everyone has been saying... you can own a function hall <em>at any level</em> if you, the other players, and the DM all work together to weave that story... or a character can do so <em>without even needing</em> PC levels-- in the narrative of the campaign, some NPC just <em>does it</em>. No game rules necessary, the DM just says "Bob The Bartender owns and runs a pub."</p><p></p><p>But because D&D is in fact a game and not just an improvised world-building and story exercise... the designers of D&D will occasionally make up game rules that allow a person to "play" them, as a way to <em>gamify</em> what would otherwise be done by players improvising together in world-building and story. The designers of D&D do not expect their players to be competent long-form improvisers who can actually create pubs in their stories whenever they want and create drama from it out of whole cloth. That asks way too much from players. Which is <em>why</em> they gamify it-- to allow the non-long-form improvisors out there to recreate these stories using game rules to a certain, small extent. But those game rules are just a facsimile of actual narrative storytelling. They are not actually a part of it because they are merely a game, and not a story.</p><p></p><p>Which means if a person finds the Bastion game rules disconnected from their story... then they probably shouldn't use them. And hopefully... the players at that table are competent and confident long-form improvisors that they all can just "make it up" within their campaign's narrative and not need "game rules" to follow in order to do so. If they can do that... then their party can start their games owning a keep even at Level 1 and just playing sensibly, equitably and not try to rig the story for their own benefit.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9153430, member: 7006"] Of course they aren't linked with the game world. Almost no game mechanics throughout D&D are. I mean I'll keep saying it until people start actually realizing or accepting it... but the game mechanics of D&D exist to play [I]the game[/I] of Dungeons & Dragons. The board game of Dungeons & Dragons. Where you roll dice to get better numbers compared to other people who are rolling dice trying to get better than you. And while the results of those dice rolls gets [I]translated[/I] into a semblance of story beats... those rolls are not in any meaningful way, shape, or form actually [I]illustrations[/I] of the narrative of the world being played in. And if (general) you try and connect the two... you will ALWAYS find the disconnects between how the game mechanics work (for the board game to play correctly) and the flavor and story of the campaign you are playing in. These Bastion rules now exist for there to be a downtime "mini-game" for players to play in building and running some function hall. But they do not illustrate the actual lived-in experience of owning and running a function hall [I]within the campaign story[/I]. Because as everyone has been saying... you can own a function hall [I]at any level[/I] if you, the other players, and the DM all work together to weave that story... or a character can do so [I]without even needing[/I] PC levels-- in the narrative of the campaign, some NPC just [I]does it[/I]. No game rules necessary, the DM just says "Bob The Bartender owns and runs a pub." But because D&D is in fact a game and not just an improvised world-building and story exercise... the designers of D&D will occasionally make up game rules that allow a person to "play" them, as a way to [I]gamify[/I] what would otherwise be done by players improvising together in world-building and story. The designers of D&D do not expect their players to be competent long-form improvisers who can actually create pubs in their stories whenever they want and create drama from it out of whole cloth. That asks way too much from players. Which is [I]why[/I] they gamify it-- to allow the non-long-form improvisors out there to recreate these stories using game rules to a certain, small extent. But those game rules are just a facsimile of actual narrative storytelling. They are not actually a part of it because they are merely a game, and not a story. Which means if a person finds the Bastion game rules disconnected from their story... then they probably shouldn't use them. And hopefully... the players at that table are competent and confident long-form improvisors that they all can just "make it up" within their campaign's narrative and not need "game rules" to follow in order to do so. If they can do that... then their party can start their games owning a keep even at Level 1 and just playing sensibly, equitably and not try to rig the story for their own benefit. [/QUOTE]
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