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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: 7196044" data-attributes="member: 16814"><p>Let's take this as true for the sake of argument:  mechanics only happen to PCs (and NPCs on screen with PCs) and random encounters only ever happen to PCs.  </p><p></p><p>That has a pretty big set of worldbuilding impacts. </p><p></p><p>If random encounters only happen to PCs, then where did those encounters come from?  Did they appear only for the PCs, or did they have a larger impact in the area?  If the encountered foes have treasure, where did that come from?  You can handwave all of this, but doing so is just denying the problem, not solving it.  If your answer is 'I don't bother with that' that just means you ignore it, not that it doesn't exist.  And that's your argument -- I can ignore it, I don't have to do it, so therefore it doesn't exist.  </p><p></p><p>To give you an example of encounter building affecting wordlbuilding, I return to the dire wolves -- if they're on my encounter table, they exist in the world to be encountered.  If they don't turn up on as a random encounter, they don't exist as an undefined possibility, they're still out there in the world, being dangerous.  Your solution seems to be that they don't exist at all until and unless they turn up as an encounter, and then they exist only for the duration of that encounter.  You're welcome to that, it's a fine way to play with a long pedigree, but that just pushes it under the rug, it doesn't solve it.  And it doesn't show that the problem does not exist.  As an example, you not having an issue with a recalled item on your car doesn't mean there's not a problem with that item.</p><p></p><p>Three deadly encounters a day has implications whenever you chose to use it.  Out in the dangerous wilderness, there's no problem, but if you ever decide to have an encounter in a safer area, you need to have 3 dangerous encounters, and now you need to square that with how there's three dangerous encounters in a short period of time in what is an otherwise safe area.  Handwaving is one solution, but that's still addressing the issue even if it's just to ignore it.  And it doesn't matter what you pick for the encounter, if you have threats of that level there, they need to be integrated into the worldbuilding.  Assassins need to be integrated.  Dragons need to be integrated.  Etc, etc.  Again, you can ignore this and have a fun game (I can't, but you might), but ignoring it doesn't mean it's not still there, and all it takes is a player to start asking questions about the weirdness and suddenly you have to address it, even if it's to say 'shutup, Kevin, play your fighter.'</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7196044, member: 16814"] Let's take this as true for the sake of argument: mechanics only happen to PCs (and NPCs on screen with PCs) and random encounters only ever happen to PCs. That has a pretty big set of worldbuilding impacts. If random encounters only happen to PCs, then where did those encounters come from? Did they appear only for the PCs, or did they have a larger impact in the area? If the encountered foes have treasure, where did that come from? You can handwave all of this, but doing so is just denying the problem, not solving it. If your answer is 'I don't bother with that' that just means you ignore it, not that it doesn't exist. And that's your argument -- I can ignore it, I don't have to do it, so therefore it doesn't exist. To give you an example of encounter building affecting wordlbuilding, I return to the dire wolves -- if they're on my encounter table, they exist in the world to be encountered. If they don't turn up on as a random encounter, they don't exist as an undefined possibility, they're still out there in the world, being dangerous. Your solution seems to be that they don't exist at all until and unless they turn up as an encounter, and then they exist only for the duration of that encounter. You're welcome to that, it's a fine way to play with a long pedigree, but that just pushes it under the rug, it doesn't solve it. And it doesn't show that the problem does not exist. As an example, you not having an issue with a recalled item on your car doesn't mean there's not a problem with that item. Three deadly encounters a day has implications whenever you chose to use it. Out in the dangerous wilderness, there's no problem, but if you ever decide to have an encounter in a safer area, you need to have 3 dangerous encounters, and now you need to square that with how there's three dangerous encounters in a short period of time in what is an otherwise safe area. Handwaving is one solution, but that's still addressing the issue even if it's just to ignore it. And it doesn't matter what you pick for the encounter, if you have threats of that level there, they need to be integrated into the worldbuilding. Assassins need to be integrated. Dragons need to be integrated. Etc, etc. Again, you can ignore this and have a fun game (I can't, but you might), but ignoring it doesn't mean it's not still there, and all it takes is a player to start asking questions about the weirdness and suddenly you have to address it, even if it's to say 'shutup, Kevin, play your fighter.' [/QUOTE]
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