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How "Real" is your world?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8643512" data-attributes="member: 7025508"><p>I think I get what you mean. And this sort of evocation of the setting is what I really aim for. I try to design things mostly in broad strokes, with some details sprinkled on top. I try to make things thematically clear and coherent, and this also helps filling in the appropriate details when needed, as well as communicate the indented tone easily. Not that I don't think how things function at all, I do quite a bit, but I also try to keep in mind that exact specifics of things that are not pertinent to the characters' immediate experience are rarely actually needed. Like more "how would this world be described in an adventure novel" rather than "what sort of information an encyclopaedia would contain regarding this world."</p><p></p><p>Still, I like the world to have enough structure that it can some sort of independent existence outside of the characters. I.E. there is stuff happening in the background which the characters may or may not stumble upon, and which makes the world seem real, living place and can work as catalyst to interesting situations.</p><p></p><p>I wouldn't say that my approach isn't simulationist, it just is not solely that and the detail level of the simulation certainly varies depending on its relevance.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8643512, member: 7025508"] I think I get what you mean. And this sort of evocation of the setting is what I really aim for. I try to design things mostly in broad strokes, with some details sprinkled on top. I try to make things thematically clear and coherent, and this also helps filling in the appropriate details when needed, as well as communicate the indented tone easily. Not that I don't think how things function at all, I do quite a bit, but I also try to keep in mind that exact specifics of things that are not pertinent to the characters' immediate experience are rarely actually needed. Like more "how would this world be described in an adventure novel" rather than "what sort of information an encyclopaedia would contain regarding this world." Still, I like the world to have enough structure that it can some sort of independent existence outside of the characters. I.E. there is stuff happening in the background which the characters may or may not stumble upon, and which makes the world seem real, living place and can work as catalyst to interesting situations. I wouldn't say that my approach isn't simulationist, it just is not solely that and the detail level of the simulation certainly varies depending on its relevance. [/QUOTE]
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