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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Lanefan" data-source="post: 8011497" data-attributes="member: 29398"><p>If it's just for me, it's so I'll have a better chance of coherently remembering what I had in mind when I thought of it.</p><p></p><p>If it's for someone else, it gives a location-based framework for a DM to build on and with any luck provides some ideas and inspiration as to what said DM might want to do with it.</p><p></p><p>When I read the word 'verisimilitude' I parse a combination of 'believability' and 'immersiveness'.</p><p></p><p>Is it neither realistic nor believable that the PCs be allowed to choose their time of arrival - particularly after the first time? For example, once their intel puts the guildhouse somewhere in or near Cheapside Way they ought to be allowed to say "We'll check it out at mid-day when it'll most likely be busy" or "We'll check it out after dark so we can more easily tell suspicious activity from run-of-the-mill business" or "What's the weather forecast - if high winds or rain or fog are coming we might be able to use that to our advantage" or .....</p><p></p><p>Far more immersive that they get to plan their own actions than to just be plopped down at the top of the street and told "Here you are".</p><p></p><p>As for depth: describing a street with a number of diverse (and maybe interesting, who knows?) locations by default gives more depth to the setting than just describing the Curio Shop and bypassing everything else.</p><p></p><p>For long-range travel: while I do a quick calculation using distance and miles-per-day for how long a trip <em>should</em> take (as in, in my current setting it's six days by foot from Torcha to Karnos; a trip that many a PC has made over the years) I'll always do a single quick roll to see if there's any variance this time - did the group make particularly good time, did they get delayed for some reason, etc. This is far more relevant when the journey is by water, as conditions can be so much more variable and (unless your ship is self-powered somehow) you're largely at their mercy.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8011497, member: 29398"] If it's just for me, it's so I'll have a better chance of coherently remembering what I had in mind when I thought of it. If it's for someone else, it gives a location-based framework for a DM to build on and with any luck provides some ideas and inspiration as to what said DM might want to do with it. When I read the word 'verisimilitude' I parse a combination of 'believability' and 'immersiveness'. Is it neither realistic nor believable that the PCs be allowed to choose their time of arrival - particularly after the first time? For example, once their intel puts the guildhouse somewhere in or near Cheapside Way they ought to be allowed to say "We'll check it out at mid-day when it'll most likely be busy" or "We'll check it out after dark so we can more easily tell suspicious activity from run-of-the-mill business" or "What's the weather forecast - if high winds or rain or fog are coming we might be able to use that to our advantage" or ..... Far more immersive that they get to plan their own actions than to just be plopped down at the top of the street and told "Here you are". As for depth: describing a street with a number of diverse (and maybe interesting, who knows?) locations by default gives more depth to the setting than just describing the Curio Shop and bypassing everything else. For long-range travel: while I do a quick calculation using distance and miles-per-day for how long a trip [I]should[/I] take (as in, in my current setting it's six days by foot from Torcha to Karnos; a trip that many a PC has made over the years) I'll always do a single quick roll to see if there's any variance this time - did the group make particularly good time, did they get delayed for some reason, etc. This is far more relevant when the journey is by water, as conditions can be so much more variable and (unless your ship is self-powered somehow) you're largely at their mercy. [/QUOTE]
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