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Need wheat. Too dangerous. (worldbuilding)
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<blockquote data-quote="Bedrockgames" data-source="post: 8437102" data-attributes="member: 85555"><p>This is definitely something to consider. It can also be genuinely hard to know how many conversations like this online reflect what most people feel at the table. I only ever occasionally get 1 player in a group who seems to really care about this stuff. When I do, I find it fun, because they tend to ask a lot of setting relevant questions, they tend to dig a little deeper into the logic and details of the setting ('what is the door made of'-'who crafted the door and where did they get the wood', etc). But in most of these cases, the only people benefiting from me making those kinds of details connect are me and that particular player. </p><p></p><p>At the same time, I have seen countless conversations online where it is an issue for people (in recent Ravenloft discussions, which is a dream-like and not particularly realistic setting by design, a number of people criticized the setting on things like 'where does the food come from'). So if that setting can't get away with it for some folks, I imagine more standard settings can't either. </p><p></p><p>My view is to always lean in the direction of the settings intent and focus. In a setting like Harn, where something like agriculture could actually be a central focus to an adventure, I am all for it, and as a player I might expect more attention paid to things like how the local population is feeding itself. But for more surreal or more fantastic settings, I am not terribly worried about how the metal of the paladin's armor was mined.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8437102, member: 85555"] This is definitely something to consider. It can also be genuinely hard to know how many conversations like this online reflect what most people feel at the table. I only ever occasionally get 1 player in a group who seems to really care about this stuff. When I do, I find it fun, because they tend to ask a lot of setting relevant questions, they tend to dig a little deeper into the logic and details of the setting ('what is the door made of'-'who crafted the door and where did they get the wood', etc). But in most of these cases, the only people benefiting from me making those kinds of details connect are me and that particular player. At the same time, I have seen countless conversations online where it is an issue for people (in recent Ravenloft discussions, which is a dream-like and not particularly realistic setting by design, a number of people criticized the setting on things like 'where does the food come from'). So if that setting can't get away with it for some folks, I imagine more standard settings can't either. My view is to always lean in the direction of the settings intent and focus. In a setting like Harn, where something like agriculture could actually be a central focus to an adventure, I am all for it, and as a player I might expect more attention paid to things like how the local population is feeding itself. But for more surreal or more fantastic settings, I am not terribly worried about how the metal of the paladin's armor was mined. [/QUOTE]
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Need wheat. Too dangerous. (worldbuilding)
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