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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="hawkeyefan" data-source="post: 7199723" data-attributes="member: 6785785"><p>I'm not saying that can't happen. I'm just saying I don't think it's all that likely. The reason being that we can all think of plenty of examples of fictional worlds that exist without mechanics. Sure, most fantasy and sci-fi series have been licensed as RPGs, but most existed prior and more importantly, despite the game mechanics. </p><p></p><p>No matter how robust the system, putting mechanics on to the fiction limits things. So when no mechanics are called for, imagination wins out over mechanics. </p><p></p><p>Game mechanics are representative of the logic you want to be applied to the game world, they are not the logic itself. </p><p></p><p></p><p></p><p>Sure, you can certainly use wonky random results from such tables as inspiration for story ideas. That'd probably be my only reason to ever endorse such random tables. But we've been talking about such things impacting the world-building, which is a bit different. Such inspiration means you've chosen to allow the results to impact your world-building, but it would be a positive thing, so it wouldn't be an issue. </p><p></p><p>I would expect most folks would simply change the results to match the expectations they've already set, or to have made sure that no there were no outcomes that would cause a conflict. Note that this applies to weather or combat encounters or just about anything else. </p><p></p><p>Yes, we may allow such things to affect the world-building, but they can't do so except if we allow it.</p><p> </p><p></p><p></p><p>I don't know if this is entirely true. Different areas will have different encounter expectations, or different weather patterns. Chances of running into a Basilisk or a taunami are not going to be equal everywhere in most worlds. Not unless the DM has designed such a world.</p><p></p><p>But you did say similar aituations, and yes I agree with you in that regard. But again, the mechanics are not what make such expectations work. </p><p></p><p></p><p></p><p>Well we're like 140 pages in and we've long ago left OP's original point for some related tangents. But it all goes back to the mechanics aligning with the fiction. To me, step one is to alter/fix/eliminate mechanics that don't ribe with the world I want to present to the players. I'd only change the world as a result of some game mechanic if I found it to be an interesting change, or if the mechanic was central to the game and I saw no way to effectively change it (like HP and what they mean, for example; we pretty much handwave that without examining the logic of it). </p><p></p><p></p><p></p><p>Why do you say that? I can decide any road is safe, whether it's in Faerun or Dingleberryland. Published material is always just a starting point.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7199723, member: 6785785"] I'm not saying that can't happen. I'm just saying I don't think it's all that likely. The reason being that we can all think of plenty of examples of fictional worlds that exist without mechanics. Sure, most fantasy and sci-fi series have been licensed as RPGs, but most existed prior and more importantly, despite the game mechanics. No matter how robust the system, putting mechanics on to the fiction limits things. So when no mechanics are called for, imagination wins out over mechanics. Game mechanics are representative of the logic you want to be applied to the game world, they are not the logic itself. Sure, you can certainly use wonky random results from such tables as inspiration for story ideas. That'd probably be my only reason to ever endorse such random tables. But we've been talking about such things impacting the world-building, which is a bit different. Such inspiration means you've chosen to allow the results to impact your world-building, but it would be a positive thing, so it wouldn't be an issue. I would expect most folks would simply change the results to match the expectations they've already set, or to have made sure that no there were no outcomes that would cause a conflict. Note that this applies to weather or combat encounters or just about anything else. Yes, we may allow such things to affect the world-building, but they can't do so except if we allow it. I don't know if this is entirely true. Different areas will have different encounter expectations, or different weather patterns. Chances of running into a Basilisk or a taunami are not going to be equal everywhere in most worlds. Not unless the DM has designed such a world. But you did say similar aituations, and yes I agree with you in that regard. But again, the mechanics are not what make such expectations work. Well we're like 140 pages in and we've long ago left OP's original point for some related tangents. But it all goes back to the mechanics aligning with the fiction. To me, step one is to alter/fix/eliminate mechanics that don't ribe with the world I want to present to the players. I'd only change the world as a result of some game mechanic if I found it to be an interesting change, or if the mechanic was central to the game and I saw no way to effectively change it (like HP and what they mean, for example; we pretty much handwave that without examining the logic of it). Why do you say that? I can decide any road is safe, whether it's in Faerun or Dingleberryland. Published material is always just a starting point. [/QUOTE]
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