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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ovinomancer" data-source="post: 7188981" data-attributes="member: 16814"><p>No, the mechanics don't require your clan to have implications on the campagin -- the setting does. The worldbuilding done for you does. The mechanics, much like D&D mechanics, don't care what clan you are outside of limiting your choices of abilities. Clans are akin to classes in D&D.</p><p></p><p></p><p>It's setting agnostic so long as the setting adheres to the core assumptions provide on the first page of Part 1 of the DMG. Outside of that, no, it's not setting agnostic. I can't run a high-tech, hard sci-fi, starship combat game with D&D, because that goes in total opposition to the core assumptions. And all game systems lampshade their settings. You mentioned Traveller above as a system with good worldbuilding. Well, shockingly, it turns out that Traveller doesn't work well if strictly applied to everything in the world that you can use it to build. You're throwing out red herrings and saying 'but this game system, built to approximate a reality (not ours), isn't perfect, so you shouldn't ever try to do anything with it because it won't perfectly work.' Well, duh. I'm not going to let the perfect be the enemy of my good, or even workable, but you go ahead.</p><p></p><p>Depends on the encounter table, doesn't it? And this, this <em>exact thing</em> -- hang on, I want to make this stupendously clear:</p><p></p><p><span style="color: #EE82EE"><strong><span style="font-size: 12px">THIS EXACT THING IS WHAT YOU STARTED ARGUING WITH ME ABOUT!</span></strong></span></p><p></p><p><span style="font-size: 9px">And no, I'm not angry, hence the soothing purple, just wanted this point to be abundantly clear and unmissable.</span></p><p></p><p>... this is what I was saying -- if your encounter tables have only deadly entries on them for the characters, then you hit this exact issue -- civilization ceases to be able to exist without serious modifications. However, if you have an encounter table that isn't all deadlies for the PCs, then, no, travel may occasionally be dangerous in some areas and stupidly dangerous in others as the encounter tables change. But you can't have a meaningful difference in encounter tables if they're all full of whatever is currently deadly to the PCs.</p><p></p><p>And, if your point is that you have to completely simulate the entire world all the time in order to have any kind of worldbuilding, yeah, no, insane argument doesn't really deserve much rebuttal. All I have to do is eyeball it to the point it makes some sense, like saying that encounter tables in the core of the Kingdom are mostly other travellers or the occasional bandits group or ankheg, and it works. I can roll on it or not for the PCs to provide spice for travelling in the inner kingdom. Along the edges, where the encounter table gets a bit harder, travel is in caravans, with guards, for things likely to be attacks, and towns have walls and militia patrol inhabited areas. In the wilderness, most people don't go, and it's dangerous. </p><p></p><p>I don't need to roll an encounter for every NPC to eyeball that and see that it works for my worldbuilding of a fairly safe kingdom with some wilder frontiers. You can, but that's insane. and will end up about the same.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7188981, member: 16814"] No, the mechanics don't require your clan to have implications on the campagin -- the setting does. The worldbuilding done for you does. The mechanics, much like D&D mechanics, don't care what clan you are outside of limiting your choices of abilities. Clans are akin to classes in D&D. It's setting agnostic so long as the setting adheres to the core assumptions provide on the first page of Part 1 of the DMG. Outside of that, no, it's not setting agnostic. I can't run a high-tech, hard sci-fi, starship combat game with D&D, because that goes in total opposition to the core assumptions. And all game systems lampshade their settings. You mentioned Traveller above as a system with good worldbuilding. Well, shockingly, it turns out that Traveller doesn't work well if strictly applied to everything in the world that you can use it to build. You're throwing out red herrings and saying 'but this game system, built to approximate a reality (not ours), isn't perfect, so you shouldn't ever try to do anything with it because it won't perfectly work.' Well, duh. I'm not going to let the perfect be the enemy of my good, or even workable, but you go ahead. Depends on the encounter table, doesn't it? And this, this [I]exact thing[/I] -- hang on, I want to make this stupendously clear: [COLOR="#EE82EE"][B][SIZE=3]THIS EXACT THING IS WHAT YOU STARTED ARGUING WITH ME ABOUT![/SIZE][/B][/COLOR] [SIZE=1]And no, I'm not angry, hence the soothing purple, just wanted this point to be abundantly clear and unmissable.[/SIZE] ... this is what I was saying -- if your encounter tables have only deadly entries on them for the characters, then you hit this exact issue -- civilization ceases to be able to exist without serious modifications. However, if you have an encounter table that isn't all deadlies for the PCs, then, no, travel may occasionally be dangerous in some areas and stupidly dangerous in others as the encounter tables change. But you can't have a meaningful difference in encounter tables if they're all full of whatever is currently deadly to the PCs. And, if your point is that you have to completely simulate the entire world all the time in order to have any kind of worldbuilding, yeah, no, insane argument doesn't really deserve much rebuttal. All I have to do is eyeball it to the point it makes some sense, like saying that encounter tables in the core of the Kingdom are mostly other travellers or the occasional bandits group or ankheg, and it works. I can roll on it or not for the PCs to provide spice for travelling in the inner kingdom. Along the edges, where the encounter table gets a bit harder, travel is in caravans, with guards, for things likely to be attacks, and towns have walls and militia patrol inhabited areas. In the wilderness, most people don't go, and it's dangerous. I don't need to roll an encounter for every NPC to eyeball that and see that it works for my worldbuilding of a fairly safe kingdom with some wilder frontiers. You can, but that's insane. and will end up about the same. [/QUOTE]
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