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<blockquote data-quote="Lurker37" data-source="post: 3999669" data-attributes="member: 9522"><p>I'm saying that naming a <strong><u>feat</u></strong> after an order in the fluff is going too far. Because it is now linked to the core rules, removing the order now means that I either have to rename the feat so my players can remember what it does, or field questions about what the order is every second or third session.</p><p></p><p>You think I'm exaggerating, don't you? I wish!</p><p></p><p></p><p></p><p></p><p>Others have already answered this better than I can with only a few minutes to spare at work before the next meeting. The problem is that the fluff is being woven into the mechanics, making it harder to change the assumptions made in the fluff.</p><p></p><p></p><p></p><p>Huh? Any time I've done worldbuilding for a first session with new players, the work has largely gone to waste. </p><p></p><p>Sadly, it seems that most first nights need only a tavern, a barmaid, and a plot hook, and enough encounters for them to need to stop and rest, preferably set in some generic location like a dark wood, some ruins or a cave complex. </p><p></p><p>Once they're victorious, then you need to have a town for them to return to to spend their money. Gee a town, sounds like a lot of work. In fact, all you need is a few shopkeepers, and that tavern again. Oh, and the next plot hook.</p><p></p><p>I have never felt a need for a fully-mapped out town, let alone the surrounding geography. Having it deliberately vague in fact suits my needs better, as I can insert plot-relevant details as necessary.</p></blockquote><p></p>
[QUOTE="Lurker37, post: 3999669, member: 9522"] I'm saying that naming a [B][U]feat[/U][/B] after an order in the fluff is going too far. Because it is now linked to the core rules, removing the order now means that I either have to rename the feat so my players can remember what it does, or field questions about what the order is every second or third session. You think I'm exaggerating, don't you? I wish! Others have already answered this better than I can with only a few minutes to spare at work before the next meeting. The problem is that the fluff is being woven into the mechanics, making it harder to change the assumptions made in the fluff. Huh? Any time I've done worldbuilding for a first session with new players, the work has largely gone to waste. Sadly, it seems that most first nights need only a tavern, a barmaid, and a plot hook, and enough encounters for them to need to stop and rest, preferably set in some generic location like a dark wood, some ruins or a cave complex. Once they're victorious, then you need to have a town for them to return to to spend their money. Gee a town, sounds like a lot of work. In fact, all you need is a few shopkeepers, and that tavern again. Oh, and the next plot hook. I have never felt a need for a fully-mapped out town, let alone the surrounding geography. Having it deliberately vague in fact suits my needs better, as I can insert plot-relevant details as necessary. [/QUOTE]
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