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<blockquote data-quote="Majoru Oakheart" data-source="post: 1652641" data-attributes="member: 5143"><p>I'd go with likely no. I don't like the headache of creating a game world most of the time. When I do create a world, it only has whatever I need to move the plot and adventure forward.</p><p></p><p>One of the first worlds I designed, all I knew about it was that it was a country split into baronies. I needed this because my plot revolved around a baron who wanted to take over the country. I also knew the adventure started in a small town near his manor house, and there was a forest nearby where orcs lived. Oh, and that the town ate meat and raised cows. Turns out that game didn't last long enough for me to care or know anything else about the world other than "it conforms to all the rules and standards in the core rule books."</p><p></p><p>I don't go for intense, hugely political games. My games are normally simple, straight to the point, and work on metagame thinking(i.e. The PCs just asked whether or not there is a wizard in town...let's consult the population chart in the DMG).</p><p></p><p></p><p>No, not really. My players are more concerned about whether or not there are monsters that will kill them behind the rock rather than what type of rock it was and how it go to be in this section of the world.</p><p></p><p>The only time anything like this has become an issue is normally when the reverse happens. I put something in based on real life and I get questions from a game standpoint, i.e. "You are telling me all the guards in this town are 1st level warriors? How do they defend the town against the dragons who live in the mountains nearby and apparently attack every couple of years? Don't they have a wizard? What happens when the first 10th level fighter shows up and conquers the town?" all because I think of towns as medievil towns in England, where the "town guard" would just be people just barely trained in weapons who kept the piece because most other people didn't have weapons.</p><p></p><p>But in a D&D game, where a volcano might just be a portal to the elemental plane of fire, real world physics and demographics just don't fit. My players notice way more often when I use real world concepts in a game world when they just don't make sense rather than using game world physics. I HAVE had some players complain about realism in the game rules, but I just point out to them that it is written in the rules, so we should accept it and move on.</p><p></p><p>Majoru Oakheart</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 1652641, member: 5143"] I'd go with likely no. I don't like the headache of creating a game world most of the time. When I do create a world, it only has whatever I need to move the plot and adventure forward. One of the first worlds I designed, all I knew about it was that it was a country split into baronies. I needed this because my plot revolved around a baron who wanted to take over the country. I also knew the adventure started in a small town near his manor house, and there was a forest nearby where orcs lived. Oh, and that the town ate meat and raised cows. Turns out that game didn't last long enough for me to care or know anything else about the world other than "it conforms to all the rules and standards in the core rule books." I don't go for intense, hugely political games. My games are normally simple, straight to the point, and work on metagame thinking(i.e. The PCs just asked whether or not there is a wizard in town...let's consult the population chart in the DMG). No, not really. My players are more concerned about whether or not there are monsters that will kill them behind the rock rather than what type of rock it was and how it go to be in this section of the world. The only time anything like this has become an issue is normally when the reverse happens. I put something in based on real life and I get questions from a game standpoint, i.e. "You are telling me all the guards in this town are 1st level warriors? How do they defend the town against the dragons who live in the mountains nearby and apparently attack every couple of years? Don't they have a wizard? What happens when the first 10th level fighter shows up and conquers the town?" all because I think of towns as medievil towns in England, where the "town guard" would just be people just barely trained in weapons who kept the piece because most other people didn't have weapons. But in a D&D game, where a volcano might just be a portal to the elemental plane of fire, real world physics and demographics just don't fit. My players notice way more often when I use real world concepts in a game world when they just don't make sense rather than using game world physics. I HAVE had some players complain about realism in the game rules, but I just point out to them that it is written in the rules, so we should accept it and move on. Majoru Oakheart [/QUOTE]
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