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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Lanefan" data-source="post: 7193167" data-attributes="member: 29398"><p>Absolutely. Until...</p><p></p><p>... the adventures you run or want to run - particularly wilderness or travel adventures - clash with the world you're trying to build.</p><p></p><p>Wilderness ones are the biggest headache. During worldbuilding you might have decided that as the general idea the average forest will have danger level x, where x is low enough not to pose a huge threat to nearby habitations most of the time; and that such forests tend to be what is found near and among most civilized or inhabited areas. Then you go to run the adventure and find it has far more wandering or random encounters than you ever dreamed of for an average forest, meaning either you have to pare back the number of encounters (both reducing the danger of the module and screwing up the resting rules) or move the adventure to somewhere way more remote where that kind of danger level makes sense (a bloody nuisance, much of the time), or - after running a few of these - change your view of what makes an average forest tick...and bang goes your worldbuilding.</p><p></p><p>In other words, yes I want the encounter tables to reflect what I want the world to seem like to the PCs...and by extension to the rest of the world's inhabitants as well. I also want the tables to, for various wilderness or travel scenarios, present enough danger and-or encounters to make resting and resource management relevant in those situations. These are mutually incompatible goals based on the current game mechanics, and to line them up means either the mechanics or the world has to change. </p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7193167, member: 29398"] Absolutely. Until... ... the adventures you run or want to run - particularly wilderness or travel adventures - clash with the world you're trying to build. Wilderness ones are the biggest headache. During worldbuilding you might have decided that as the general idea the average forest will have danger level x, where x is low enough not to pose a huge threat to nearby habitations most of the time; and that such forests tend to be what is found near and among most civilized or inhabited areas. Then you go to run the adventure and find it has far more wandering or random encounters than you ever dreamed of for an average forest, meaning either you have to pare back the number of encounters (both reducing the danger of the module and screwing up the resting rules) or move the adventure to somewhere way more remote where that kind of danger level makes sense (a bloody nuisance, much of the time), or - after running a few of these - change your view of what makes an average forest tick...and bang goes your worldbuilding. In other words, yes I want the encounter tables to reflect what I want the world to seem like to the PCs...and by extension to the rest of the world's inhabitants as well. I also want the tables to, for various wilderness or travel scenarios, present enough danger and-or encounters to make resting and resource management relevant in those situations. These are mutually incompatible goals based on the current game mechanics, and to line them up means either the mechanics or the world has to change. Lanefan [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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