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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="Faolyn" data-source="post: 9343807" data-attributes="member: 6915329"><p>OK, let's talk about worldbuilding for a moment. </p><p></p><p>First, how much impact will they <em>actually </em>have? How often will a Noble PC try to get an audience with a noble that's vastly different from them? How often will a Criminal PC try to get in touch with their contact? How will it actually affect your world if the Noble <em>can </em>use their feature to get an audience with another noble on a regular basis, or if the Criminal can get in touch with their contact frequently? I'm not talking about your (un)willingness to suspend your disbelief for a few minutes of gametime; I'm talking about the world itself.</p><p></p><p>Second, how hard is it to actually worldbuild <em>using </em>a background? You have what, four, five PCs? Surely you can take a few minutes for each of them to figure out how their background will interact with the world--less time, possibly, if you get the PC to help you figure that out. The PC is a criminal. Ask them how big the criminal underground is and how big a name does the criminal contact have? The bigger the contact, the more likely they are to have people far afield know about them--and more importantly, the more plot hooks you can get out of it. </p><p></p><p>Your world is not set in stone. You <em>can </em>modify aspects to it. I had to include the presence of many more heritages than I had originally thought or wanted to have (my preference is for as few sentient beings as possible), and that's a <em>lot </em>bigger of an impact than a background will ever have.</p><p></p><p>So, impact? Sure, maybe. A <em>problem</em>? Highly unlikely.</p><p></p><p></p><p>This suddenly reminded me. Waaaay back in college, my gaming club was doing a fundraiser/recruitment drive. I was sitting at the table with another member, and she saw someone go by and said, "Wait a minute. That guy is totally a gamer. He should have stopped here." She didn't know him personally and had never even seen him before, and he wasn't wearing any gamer clothes. To me, he looked like a regular guy. But yes, it turned out that yes, he did play. He just was already in a couple of games and didn't want to join another. She just <em>knew.</em></p><p></p><p>You know the local messengers. That doesn't mean you have to know them <em>personally</em>. You can look at someone and just know that they're the type who would be willing--perhaps with a little coin, perhaps with a threat--to carry a message for you.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9343807, member: 6915329"] OK, let's talk about worldbuilding for a moment. First, how much impact will they [I]actually [/I]have? How often will a Noble PC try to get an audience with a noble that's vastly different from them? How often will a Criminal PC try to get in touch with their contact? How will it actually affect your world if the Noble [I]can [/I]use their feature to get an audience with another noble on a regular basis, or if the Criminal can get in touch with their contact frequently? I'm not talking about your (un)willingness to suspend your disbelief for a few minutes of gametime; I'm talking about the world itself. Second, how hard is it to actually worldbuild [I]using [/I]a background? You have what, four, five PCs? Surely you can take a few minutes for each of them to figure out how their background will interact with the world--less time, possibly, if you get the PC to help you figure that out. The PC is a criminal. Ask them how big the criminal underground is and how big a name does the criminal contact have? The bigger the contact, the more likely they are to have people far afield know about them--and more importantly, the more plot hooks you can get out of it. Your world is not set in stone. You [I]can [/I]modify aspects to it. I had to include the presence of many more heritages than I had originally thought or wanted to have (my preference is for as few sentient beings as possible), and that's a [I]lot [/I]bigger of an impact than a background will ever have. So, impact? Sure, maybe. A [I]problem[/I]? Highly unlikely. This suddenly reminded me. Waaaay back in college, my gaming club was doing a fundraiser/recruitment drive. I was sitting at the table with another member, and she saw someone go by and said, "Wait a minute. That guy is totally a gamer. He should have stopped here." She didn't know him personally and had never even seen him before, and he wasn't wearing any gamer clothes. To me, he looked like a regular guy. But yes, it turned out that yes, he did play. He just was already in a couple of games and didn't want to join another. She just [I]knew.[/I] You know the local messengers. That doesn't mean you have to know them [I]personally[/I]. You can look at someone and just know that they're the type who would be willing--perhaps with a little coin, perhaps with a threat--to carry a message for you. [/QUOTE]
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