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<blockquote data-quote="GrumpyOldMan" data-source="post: 3782800" data-attributes="member: 16469"><p>For me, a working world is essential. It always has been. I well remember my frustration in the early days of DnD with – open the door – kill the monster – steal the treasure, dungeons. I always found myself asking, what do they eat? Where did they get the treasure?</p><p></p><p>My campaigns soon moved from the underground, and rarely stray back there now. As for heroics, I prefer my player’s character to be ordinary people caught up in extraordinary events.</p><p></p><p>I (pretty much exclusively) game on HârnWorld these days because it has the depth of backgroung I need, and the lack of system information in the location modules means that it will fit for whatever rules set I decide to use.</p><p> I like Hârn because of it’s consistency. The trade routes are known, they are (reasonably) logical. Kingdoms are neither ‘good’ or ‘evil’ (in most cases). Major events (and often minor events) are outside the control of the PC’s. The monsters in the wilderness have little or no treasure, after all, they can’t eat it. Some of the kingdoms are moving towards war. There is plenty for the PC’s to do.</p><p></p><p>It very much depends on you and your players whether or not substituting goods for money spoil’s the fun. My players have, in the past, paid a bridge toll using a sheep rather than cash (they had little cash and a lot of sheep at the time – it’s a long story). Often if they get paid in trade goods, they’ll look to find the best market. It’s actually quite a subtle way to lead your players to somewhere you want them to go. They’re in sheep country and get paid in sacks of wool, they discover that by taking the wool to grain country they’ll get a better price, so off they go.</p><p></p><p>But we’re all different and I know that my style won’t suit everyone.</p></blockquote><p></p>
[QUOTE="GrumpyOldMan, post: 3782800, member: 16469"] For me, a working world is essential. It always has been. I well remember my frustration in the early days of DnD with – open the door – kill the monster – steal the treasure, dungeons. I always found myself asking, what do they eat? Where did they get the treasure? My campaigns soon moved from the underground, and rarely stray back there now. As for heroics, I prefer my player’s character to be ordinary people caught up in extraordinary events. I (pretty much exclusively) game on HârnWorld these days because it has the depth of backgroung I need, and the lack of system information in the location modules means that it will fit for whatever rules set I decide to use. I like Hârn because of it’s consistency. The trade routes are known, they are (reasonably) logical. Kingdoms are neither ‘good’ or ‘evil’ (in most cases). Major events (and often minor events) are outside the control of the PC’s. The monsters in the wilderness have little or no treasure, after all, they can’t eat it. Some of the kingdoms are moving towards war. There is plenty for the PC’s to do. It very much depends on you and your players whether or not substituting goods for money spoil’s the fun. My players have, in the past, paid a bridge toll using a sheep rather than cash (they had little cash and a lot of sheep at the time – it’s a long story). Often if they get paid in trade goods, they’ll look to find the best market. It’s actually quite a subtle way to lead your players to somewhere you want them to go. They’re in sheep country and get paid in sacks of wool, they discover that by taking the wool to grain country they’ll get a better price, so off they go. But we’re all different and I know that my style won’t suit everyone. [/QUOTE]
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