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General Tabletop Discussion
*Dungeons & Dragons
Does the world exist for the PCs?
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<blockquote data-quote="Xaelvaen" data-source="post: 7614326" data-attributes="member: 6681906"><p>Ooh, I do love a question with a great 'exception-oriented' answer. "It depends on the type of game we're playing."</p><p></p><p>In a low fantasy setting, one where magic is rare, magic items even moreso, and the players are meant to feel on the edge of their seat, constantly challenged, and worried for the lives of their characters from even basic, rugged bandits... well then the world exists without regard to the players and their characters. It is a living, breathing world of which they are a part, and the stories rarely flow into the 'epic' category of Dungeons and Dragons. It is typically dark, fatal, and brutal - and the world persists even long after the players, and their characters, have moved on.</p><p></p><p>No adventuring stores - the players need their own crafts, or to make connections to have gear created for them. No recognition of what an 'adventurer' even is - my group tends to find interesting things to do without anything being custom tailored to them and what they do. The setting lends itself to this type of play, and this type of world creation.</p><p></p><p>Then, there's the 'other hand', in which we're playing almost anything else (sci-fi, high fantasy, etc). In this case, when 'adventurer' is a known, expected, and reacted-to title, the world is far more specialized for the PCs, because these are closer to the epic, heroic tales of a brave few changing the world around them.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7614326, member: 6681906"] Ooh, I do love a question with a great 'exception-oriented' answer. "It depends on the type of game we're playing." In a low fantasy setting, one where magic is rare, magic items even moreso, and the players are meant to feel on the edge of their seat, constantly challenged, and worried for the lives of their characters from even basic, rugged bandits... well then the world exists without regard to the players and their characters. It is a living, breathing world of which they are a part, and the stories rarely flow into the 'epic' category of Dungeons and Dragons. It is typically dark, fatal, and brutal - and the world persists even long after the players, and their characters, have moved on. No adventuring stores - the players need their own crafts, or to make connections to have gear created for them. No recognition of what an 'adventurer' even is - my group tends to find interesting things to do without anything being custom tailored to them and what they do. The setting lends itself to this type of play, and this type of world creation. Then, there's the 'other hand', in which we're playing almost anything else (sci-fi, high fantasy, etc). In this case, when 'adventurer' is a known, expected, and reacted-to title, the world is far more specialized for the PCs, because these are closer to the epic, heroic tales of a brave few changing the world around them. [/QUOTE]
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Does the world exist for the PCs?
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