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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Imaro" data-source="post: 7200085" data-attributes="member: 48965"><p>That's all well and fine but you seem to be strengthening the position that it really is a choice on whether you let encounters impact the world or not. You are choosing to change things... right? </p><p></p><p>When we look at the encounter tables for published adventures we don't know whether the place (worldbuilding) or the encounters (encounter building) came first... we don't know whether one was changed to suit the other. The encounters could tell us something exactly because they were designed with the already built city as the basis... or vice versa, </p><p></p><p></p><p></p><p>No one said they build their entire world in one pass... but it's quite possible to build the world as you go and only when an area is defined design the encounters for it or are you claiming that's not possible? Finally not once have I denied that other designe their worlds the way they do... I've been repeartedly told what I am claiming is possible is not. That's where this whole tangent of conversation was born from. That by necessity if you use say 3 deadly encounters a day as an adventure pacing mechanism you must in turn let said adventure pacing mechanism impact the entire world. I disagree.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7200085, member: 48965"] That's all well and fine but you seem to be strengthening the position that it really is a choice on whether you let encounters impact the world or not. You are choosing to change things... right? When we look at the encounter tables for published adventures we don't know whether the place (worldbuilding) or the encounters (encounter building) came first... we don't know whether one was changed to suit the other. The encounters could tell us something exactly because they were designed with the already built city as the basis... or vice versa, No one said they build their entire world in one pass... but it's quite possible to build the world as you go and only when an area is defined design the encounters for it or are you claiming that's not possible? Finally not once have I denied that other designe their worlds the way they do... I've been repeartedly told what I am claiming is possible is not. That's where this whole tangent of conversation was born from. That by necessity if you use say 3 deadly encounters a day as an adventure pacing mechanism you must in turn let said adventure pacing mechanism impact the entire world. I disagree. [/QUOTE]
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