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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Lanefan" data-source="post: 8023215" data-attributes="member: 29398"><p>Not if they want to explore the setting as a new previously-unknown thing. Helping design it kinda takes away from the new-ness of it.</p><p></p><p>The time-eating bits mostly revolve around</p><p></p><p>a) looking at my last campaign, reviewing what rules worked and what didn't along with any ideas I/we have come up with in the meantime, and in effect rewriting those bits of the game system that need it (our system is about 95% homebrew these days, meaning I can't just rely on someone's published rules)</p><p>b) mapping - I do fairly detailed colour maps of areas I think might get explored during play, and these take time both in the physical production and in dreaming up what'll go on them; and then making notes of what's what</p><p>c) I rebuild the pantheons every time out to suit the new setting, using a universal base I came up with ages ago</p><p>d) history and backstory of the setting needs a fair bit of effort if the setting is to have any sense of permanence and continuity</p><p>e) all the little stuff not included in the above, or spawning from it.</p><p></p><p>Perhaps, but for me as a player it'd be like watching someone wrap my Yule gift - there's no surprise left when I open it on Yule. Or it's like knowing key plot spoilers before seeing a movie for the first time.</p><p></p><p>I try to (and want to) give that same sense of discovery to my players that I like to have when myself a player.</p><p></p><p>Ah. For me that probably would have been the fun part. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8023215, member: 29398"] Not if they want to explore the setting as a new previously-unknown thing. Helping design it kinda takes away from the new-ness of it. The time-eating bits mostly revolve around a) looking at my last campaign, reviewing what rules worked and what didn't along with any ideas I/we have come up with in the meantime, and in effect rewriting those bits of the game system that need it (our system is about 95% homebrew these days, meaning I can't just rely on someone's published rules) b) mapping - I do fairly detailed colour maps of areas I think might get explored during play, and these take time both in the physical production and in dreaming up what'll go on them; and then making notes of what's what c) I rebuild the pantheons every time out to suit the new setting, using a universal base I came up with ages ago d) history and backstory of the setting needs a fair bit of effort if the setting is to have any sense of permanence and continuity e) all the little stuff not included in the above, or spawning from it. Perhaps, but for me as a player it'd be like watching someone wrap my Yule gift - there's no surprise left when I open it on Yule. Or it's like knowing key plot spoilers before seeing a movie for the first time. I try to (and want to) give that same sense of discovery to my players that I like to have when myself a player. Ah. For me that probably would have been the fun part. :) [/QUOTE]
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