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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ovinomancer" data-source="post: 7200105" data-attributes="member: 16814"><p>And I said otherwise... where, again?</p><p></p><p></p><p>Which I said... where, again?</p><p></p><p></p><p></p><p>How do the job lots and encounter #s change from 1st through 15th so that the encounters make sense from the world description, again? At 1st, they always run into small groups of weak Wyrms, but at 15th it's big groups of strong wyrms or small groups or singles of very strong wyrms (with wyrms defined however you like as a group of foes). What part of the story of the Dark Forest of Wyrms supports that no powerful wyrms can be found when the party is 1st level, and then no weak wyrms can be found when the party is at 15th level? Or the gradual transition that exists in-between?</p><p></p><p></p><p></p><p></p><p> </p><p></p><p>The deadliness of the wyrms? They're of small threat to villages when the party is 1st level, and threats to kingdoms at 15th level. Where are the kingdom level threats at 1st, and where are the village nuisance threats at 15th? The world is only presenting things dangerous to the PCs, and only within a narrow band defined by their level, and always in lots of 3 per adventuring day (which is one day by the default assumption, changing that is part of worldbuilding as well), and that's not well explained by the Dark Forest of Wyrms.</p><p></p><p>Banding is part of worldbuilding -- THIS area is for when their 1-5, and will have threats for them but become safer as they level, and THIS area will be for 6-10....</p><p></p><p>You're planning your worldbuilding around your players, and how you plan that is influenced by your pacing mechanism. If you change pacing, you need to change some assumptions about what's where and what levels it addresses. </p><p></p><p></p><p></p><p>Are you saying that encounters reflect nothing about the world? Clearly not, given your ridiculous previous strawmen about rocs on the ocean floor. If your encounters are built entirely with the world in mind, how are they not reflections of that world? And, if at 1st level, all I meet in the Dark Forest of Wyrms are little wyrmlings in small packs, but at 15th all I meet are powerful wyrms that can devastate towns, then aren't those reflecting something about your world? Aren't they directly saying that the Dark Forest of Wyrms has gone from a place of wyrmlings to a place where threats to kingdoms exist? If it was always both, why does it only confront the players according to their ability -- why do the wyrmlings so successfully hide from the 15th level party and the powerful wyrms hide from the 1st level party?</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7200105, member: 16814"] And I said otherwise... where, again? Which I said... where, again? How do the job lots and encounter #s change from 1st through 15th so that the encounters make sense from the world description, again? At 1st, they always run into small groups of weak Wyrms, but at 15th it's big groups of strong wyrms or small groups or singles of very strong wyrms (with wyrms defined however you like as a group of foes). What part of the story of the Dark Forest of Wyrms supports that no powerful wyrms can be found when the party is 1st level, and then no weak wyrms can be found when the party is at 15th level? Or the gradual transition that exists in-between? The deadliness of the wyrms? They're of small threat to villages when the party is 1st level, and threats to kingdoms at 15th level. Where are the kingdom level threats at 1st, and where are the village nuisance threats at 15th? The world is only presenting things dangerous to the PCs, and only within a narrow band defined by their level, and always in lots of 3 per adventuring day (which is one day by the default assumption, changing that is part of worldbuilding as well), and that's not well explained by the Dark Forest of Wyrms. Banding is part of worldbuilding -- THIS area is for when their 1-5, and will have threats for them but become safer as they level, and THIS area will be for 6-10.... You're planning your worldbuilding around your players, and how you plan that is influenced by your pacing mechanism. If you change pacing, you need to change some assumptions about what's where and what levels it addresses. Are you saying that encounters reflect nothing about the world? Clearly not, given your ridiculous previous strawmen about rocs on the ocean floor. If your encounters are built entirely with the world in mind, how are they not reflections of that world? And, if at 1st level, all I meet in the Dark Forest of Wyrms are little wyrmlings in small packs, but at 15th all I meet are powerful wyrms that can devastate towns, then aren't those reflecting something about your world? Aren't they directly saying that the Dark Forest of Wyrms has gone from a place of wyrmlings to a place where threats to kingdoms exist? If it was always both, why does it only confront the players according to their ability -- why do the wyrmlings so successfully hide from the 15th level party and the powerful wyrms hide from the 1st level party? [/QUOTE]
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