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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ovinomancer" data-source="post: 7196474" data-attributes="member: 16814"><p>You've lost the thread again. The part you quoted with the response I quoted said nothing about changing encounter pacing to alleviate the impact for worldbuilding. If you can't follow along, don't fisk.</p><p> </p><p></p><p>Nope, it was a strawman, as you were holding out an example of putting a roc at the bottom of the ocean as a silly thing your method doesn't allow for. Putting rocs at the bottom of the ocean isn't something anyone is doing or advocating, so you trying to make it seem like it's a problem people are having you don't is a strawman. A silly one, too boot.</p><p></p><p></p><p>Dude. Lost the thread again? My response was directly in response to you talking about having encounters in safe areas being okay and something you could do. Here's what you actually said I was responding to:</p><p></p><p>"I am not following this at all... why can't you have a deadly encounter in the safe area... you've got an entire adventuring day to space them out..." Ellipsis in original.</p><p></p><p>Again, if you can't follow the conversation and remember what you said just a few hours ago, don't fisk.</p><p></p><p></p><p>What didn't you understand?</p><p></p><p></p><p></p><p>Such a tired semantic deflection. Did the fact I didn't put 'adventuring days' in that one instance really throw you? I doubt it, highly; you seem quicker than that.</p><p></p><p></p><p>You've rejected just about every set of criteria I've previously presented, why should I believe you're going to engage them now? But, sure: your campaign, one area, and how you presented a weeks worth of adventuring for a tier I party in an area, and then how you presented a tier III party with a weeks adventuring in the same area. A description of the area and it's general theme as well.</p><p></p><p></p><p></p><p>Eh, if you have your party murderhobo around, I suppose it's not a problem -- they kill everything worth killing, take the loot, and move on. If you have a game where the PCs put down roots in an area, though, it doesn't work. However, your claim wasn't one that required a mobile party that moves with available adventure, it was a general claim. If you'd like to amend your claim that you can provide that pacing so long as the PCs keep moving into ever more dangerous lands and never return or never have encounters if they return to previously pacified areas, then we're good -- and I note that early in our discussion I called out that kind of world as one where the pacing can work, alongside points of lights game, but that those were worldbuilding choices that support the encounter building and so meet my criteria for pacing affecting worldbuilding.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7196474, member: 16814"] You've lost the thread again. The part you quoted with the response I quoted said nothing about changing encounter pacing to alleviate the impact for worldbuilding. If you can't follow along, don't fisk. Nope, it was a strawman, as you were holding out an example of putting a roc at the bottom of the ocean as a silly thing your method doesn't allow for. Putting rocs at the bottom of the ocean isn't something anyone is doing or advocating, so you trying to make it seem like it's a problem people are having you don't is a strawman. A silly one, too boot. Dude. Lost the thread again? My response was directly in response to you talking about having encounters in safe areas being okay and something you could do. Here's what you actually said I was responding to: "I am not following this at all... why can't you have a deadly encounter in the safe area... you've got an entire adventuring day to space them out..." Ellipsis in original. Again, if you can't follow the conversation and remember what you said just a few hours ago, don't fisk. What didn't you understand? Such a tired semantic deflection. Did the fact I didn't put 'adventuring days' in that one instance really throw you? I doubt it, highly; you seem quicker than that. You've rejected just about every set of criteria I've previously presented, why should I believe you're going to engage them now? But, sure: your campaign, one area, and how you presented a weeks worth of adventuring for a tier I party in an area, and then how you presented a tier III party with a weeks adventuring in the same area. A description of the area and it's general theme as well. Eh, if you have your party murderhobo around, I suppose it's not a problem -- they kill everything worth killing, take the loot, and move on. If you have a game where the PCs put down roots in an area, though, it doesn't work. However, your claim wasn't one that required a mobile party that moves with available adventure, it was a general claim. If you'd like to amend your claim that you can provide that pacing so long as the PCs keep moving into ever more dangerous lands and never return or never have encounters if they return to previously pacified areas, then we're good -- and I note that early in our discussion I called out that kind of world as one where the pacing can work, alongside points of lights game, but that those were worldbuilding choices that support the encounter building and so meet my criteria for pacing affecting worldbuilding. [/QUOTE]
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