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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ovinomancer" data-source="post: 7196546" data-attributes="member: 16814"><p>You may be surprised to hear we do things in a very similar way, but then I also do hold to a static 3 deadly encounters a day, either. If I did, I couldn't place encounters while maintaining the authenticity of my game world -- it would break unless I built the world to accommodate it. And that was the totality of my point: dogmatic encounter pacing choices reflect back into the world just as much as the world reflects into encounter choices. </p><p></p><p>To say a different way, I don't see the world as static and unchanging and my encounter choices having to match it in frequency, power, and kind. Instead, I see encounter building as a function of worldbuilding -- it helps expand and populate the world idea I'm presenting. Saying that you can keep a static world while constantly adding things to it in the form of encounters sounds utterly alien to me, which is why the idea of a decision of 3 deadlies a day as a pacing mechanism (or any other dogmatic pacing choice) is obviously going to reflect back as the world I'm presenting suddenly becomes much, much more dangerous (because all encounters are more dangerous and because they run in packs of 3). How you can change the presented danger level and frequency of encounters without saying something new about your world is something I just can't grasp, either.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7196546, member: 16814"] You may be surprised to hear we do things in a very similar way, but then I also do hold to a static 3 deadly encounters a day, either. If I did, I couldn't place encounters while maintaining the authenticity of my game world -- it would break unless I built the world to accommodate it. And that was the totality of my point: dogmatic encounter pacing choices reflect back into the world just as much as the world reflects into encounter choices. To say a different way, I don't see the world as static and unchanging and my encounter choices having to match it in frequency, power, and kind. Instead, I see encounter building as a function of worldbuilding -- it helps expand and populate the world idea I'm presenting. Saying that you can keep a static world while constantly adding things to it in the form of encounters sounds utterly alien to me, which is why the idea of a decision of 3 deadlies a day as a pacing mechanism (or any other dogmatic pacing choice) is obviously going to reflect back as the world I'm presenting suddenly becomes much, much more dangerous (because all encounters are more dangerous and because they run in packs of 3). How you can change the presented danger level and frequency of encounters without saying something new about your world is something I just can't grasp, either. [/QUOTE]
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