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The Art and Science of Worldbuilding For Gameplay [+]
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<blockquote data-quote="Emberashh" data-source="post: 9141486" data-attributes="member: 7040941"><p>Because nothing isn't really the same thing as being blank, and that doesn't change if the possibility of shifting nothing into something is there. </p><p></p><p>An actual blank in this instance would be not designing or otherwise codifyinf any specific way to enter the building; in the given example, its at least implied that this isn't the case, and that theres at least one pre-defined entrance. </p><p></p><p>Plus, it should also be noted that in most games, this practice is already in effect even if one doesn't recognize it.</p><p></p><p> Any ability or rule that allows players to make changes in the world is the same exact thing in play as what I described. If you have an ability that lets you blow a hole into that building, then it doesn't matter how much you wrote about that building unless you explicitly tried to counter that ability beforehand. </p><p></p><p>And it should also be noted that I don't think this topic is about creating a game experience where improvisation is just, not allowed. To do so completely misses the point of TTRPGs as a game medium.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9141486, member: 7040941"] Because nothing isn't really the same thing as being blank, and that doesn't change if the possibility of shifting nothing into something is there. An actual blank in this instance would be not designing or otherwise codifyinf any specific way to enter the building; in the given example, its at least implied that this isn't the case, and that theres at least one pre-defined entrance. Plus, it should also be noted that in most games, this practice is already in effect even if one doesn't recognize it. Any ability or rule that allows players to make changes in the world is the same exact thing in play as what I described. If you have an ability that lets you blow a hole into that building, then it doesn't matter how much you wrote about that building unless you explicitly tried to counter that ability beforehand. And it should also be noted that I don't think this topic is about creating a game experience where improvisation is just, not allowed. To do so completely misses the point of TTRPGs as a game medium. [/QUOTE]
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