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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ovinomancer" data-source="post: 7200141" data-attributes="member: 16814"><p>I grant most people don't select a fixed encounter pacing mechanic, and that allows a great deal more flexibility -- in fact, I've said that from the start. But, if your pacing mechanic is such that it MUST tie directly to player level at all times, and in such as was as to generate only the most dangerous encounters for that player level, I cannot see how that doesn't impact worldbuilding -- either the world is built to accommodate this extreme stress on how it presents itself (and I hope we agree encounters are a presentation of the built world) or you have to adapt the world on the fly to accommodate the stress. Or ignore it, which is it's own kind of impact. If you want to keep presenting the built world, it must take into account HOW you're presenting it. And encounters are a how of that presentation. I cannot see how encounters can be both based on the world and not a reflection of it. If you're disturbing how you present encounters to match a dogmatic pacing paradigm, then you're distorting how you're reflecting your world. Either you build to correct that distortion, or you correct for it on the fly by changing the world.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7200141, member: 16814"] I grant most people don't select a fixed encounter pacing mechanic, and that allows a great deal more flexibility -- in fact, I've said that from the start. But, if your pacing mechanic is such that it MUST tie directly to player level at all times, and in such as was as to generate only the most dangerous encounters for that player level, I cannot see how that doesn't impact worldbuilding -- either the world is built to accommodate this extreme stress on how it presents itself (and I hope we agree encounters are a presentation of the built world) or you have to adapt the world on the fly to accommodate the stress. Or ignore it, which is it's own kind of impact. If you want to keep presenting the built world, it must take into account HOW you're presenting it. And encounters are a how of that presentation. I cannot see how encounters can be both based on the world and not a reflection of it. If you're disturbing how you present encounters to match a dogmatic pacing paradigm, then you're distorting how you're reflecting your world. Either you build to correct that distortion, or you correct for it on the fly by changing the world. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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