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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ovinomancer" data-source="post: 7189435" data-attributes="member: 16814"><p>And that's worldbuilding. I think you're hung up on the word 'world' as a full and actual world -- everything on a planetary scale? But it's not, it's the place where your game takes place. If I built the Town and Dungeon, I've built a world -- a small, self-contained world. Therein, I make choices for how the game mechanics interact -- when to call for rolls, etc. [MENTION=996]Tony Vargas[/MENTION] said that the mechanics require a player to state an action to adjudicate, and that's true, but he missed the part where the player can only frame his action declaration in response to the DM framing the situation. If there's a cliff there, that's what prompts a player to declare an action to climb it -- the world must exist for the players to declare actions within it. So, yes, every single mechanic in D&D rests on the assumption that there's a world there to act within. Even some of the mechanics require specific things to be true in that world -- magic, clerics, etc -- in order to function.</p><p></p><p>Worldbuilding is required to play. Even if it's basic worldbuilding, and even if it's entirely arbitrary and/or basic to the point of Town and Dungeon.</p><p></p><p></p><p>You continue to maintain this despite being shown multiple mechanics in the DMG for worldbuilding and the core world assumptions the rules rest upon. Is D&D the best at worldbuilding mechanics? Nope, not even close. But you have to do a modicum of worldbuilding to use the rules, even if it's just picking up the core world assumptions of the ruleset.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7189435, member: 16814"] And that's worldbuilding. I think you're hung up on the word 'world' as a full and actual world -- everything on a planetary scale? But it's not, it's the place where your game takes place. If I built the Town and Dungeon, I've built a world -- a small, self-contained world. Therein, I make choices for how the game mechanics interact -- when to call for rolls, etc. [MENTION=996]Tony Vargas[/MENTION] said that the mechanics require a player to state an action to adjudicate, and that's true, but he missed the part where the player can only frame his action declaration in response to the DM framing the situation. If there's a cliff there, that's what prompts a player to declare an action to climb it -- the world must exist for the players to declare actions within it. So, yes, every single mechanic in D&D rests on the assumption that there's a world there to act within. Even some of the mechanics require specific things to be true in that world -- magic, clerics, etc -- in order to function. Worldbuilding is required to play. Even if it's basic worldbuilding, and even if it's entirely arbitrary and/or basic to the point of Town and Dungeon. You continue to maintain this despite being shown multiple mechanics in the DMG for worldbuilding and the core world assumptions the rules rest upon. Is D&D the best at worldbuilding mechanics? Nope, not even close. But you have to do a modicum of worldbuilding to use the rules, even if it's just picking up the core world assumptions of the ruleset. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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