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General Tabletop Discussion
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Space and time in RPG setting and situation
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<blockquote data-quote="Lanefan" data-source="post: 8979522" data-attributes="member: 29398"><p>While confessing to not reading every word of that rather lengthy OP, the impression I got from a quick scan is a general opposition to granularity, be it involving space/distance, time, or setting.</p><p></p><p>I'll push back on this a bit, in that IMO granularity of these things forces both the players and GM to pay (at least some) attention to them; and that attention can't help but produce a more consistent play experience at the table. </p><p></p><p>Distance: if something immobile (e.g. a village) is x-distance away from something else immobile (say, a dungeon site), that distance becomes a fixed feature of the setting and can henceforth be used by all involved when planning their actions. Or if a chasm is described as "difficult" rather than "about 15 feet across", that description tells me nothing about whether this sturdy 20' plank I've found will span it or not (and if you don't tell me it's a 20' plank but merely say it's "long", that's equally as useless).</p><p></p><p>Time: if it takes 10 hours to walk from the village to the dungeon in good conditions (with the weather etc. conditions being a setting element) once, that serves as a pretty good guideline as to how long it'll take every time; again useful in terms of planning. Consider the difference if, say, the village and dungeon were four days' walk apart instead of 10 hours; the added time investment caused by the greater distance/travel time would probably make returns to town less frequent.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8979522, member: 29398"] While confessing to not reading every word of that rather lengthy OP, the impression I got from a quick scan is a general opposition to granularity, be it involving space/distance, time, or setting. I'll push back on this a bit, in that IMO granularity of these things forces both the players and GM to pay (at least some) attention to them; and that attention can't help but produce a more consistent play experience at the table. Distance: if something immobile (e.g. a village) is x-distance away from something else immobile (say, a dungeon site), that distance becomes a fixed feature of the setting and can henceforth be used by all involved when planning their actions. Or if a chasm is described as "difficult" rather than "about 15 feet across", that description tells me nothing about whether this sturdy 20' plank I've found will span it or not (and if you don't tell me it's a 20' plank but merely say it's "long", that's equally as useless). Time: if it takes 10 hours to walk from the village to the dungeon in good conditions (with the weather etc. conditions being a setting element) once, that serves as a pretty good guideline as to how long it'll take every time; again useful in terms of planning. Consider the difference if, say, the village and dungeon were four days' walk apart instead of 10 hours; the added time investment caused by the greater distance/travel time would probably make returns to town less frequent. [/QUOTE]
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