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<blockquote data-quote="Ruin Explorer" data-source="post: 8644013" data-attributes="member: 18"><p>This is a perfect example, yeah.</p><p></p><p>Some authors very rarely create anything like this, whereas with others, a significant fraction of the setting will be like this. I know from experience that it doesn't work for my main group of players, because they like to manipulate the setting elements, not just follow the adventure, and if the setting elements don't make sense, they can't be manipulated properly. Like, they might want to pretend to be traders, or utilize the waste-management system in some way to infiltrate or exfiltrate from a place, and if those elements are just missing/nonsensical, that's a problem.</p><p></p><p>I've yet to come across a situation where something I came up with was cool but I couldn't find a rational way to make it work (and fairly easily too), so I'm always a little bothered by authors who didn't bother to do that (to me) small amount of extra work. Even worse is when something actively makes anti-sense, which you seen occasionally, like the tomb of a Paladin of the anti-undead god who was known for fighting the undead is protected by... a bunch of undead... not positive-energy undead, not like, not undead trying to stop people from getting something in that tomb for the sake of er... undeadkind, but rather just apparently thoughtless/lazy writing because it's a tomb therefore undead (like maybe they decided it was the tomb of a famous Paladin <em>after</em> designing it). In the example I'm thinking of, there was clearly no realization of the irony. And you can fix it a bunch of ways, but like, for me that does need to be fixed and there are usually easy solutions.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8644013, member: 18"] This is a perfect example, yeah. Some authors very rarely create anything like this, whereas with others, a significant fraction of the setting will be like this. I know from experience that it doesn't work for my main group of players, because they like to manipulate the setting elements, not just follow the adventure, and if the setting elements don't make sense, they can't be manipulated properly. Like, they might want to pretend to be traders, or utilize the waste-management system in some way to infiltrate or exfiltrate from a place, and if those elements are just missing/nonsensical, that's a problem. I've yet to come across a situation where something I came up with was cool but I couldn't find a rational way to make it work (and fairly easily too), so I'm always a little bothered by authors who didn't bother to do that (to me) small amount of extra work. Even worse is when something actively makes anti-sense, which you seen occasionally, like the tomb of a Paladin of the anti-undead god who was known for fighting the undead is protected by... a bunch of undead... not positive-energy undead, not like, not undead trying to stop people from getting something in that tomb for the sake of er... undeadkind, but rather just apparently thoughtless/lazy writing because it's a tomb therefore undead (like maybe they decided it was the tomb of a famous Paladin [I]after[/I] designing it). In the example I'm thinking of, there was clearly no realization of the irony. And you can fix it a bunch of ways, but like, for me that does need to be fixed and there are usually easy solutions. [/QUOTE]
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