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<blockquote data-quote="howandwhy99" data-source="post: 6724021" data-attributes="member: 3192"><p>I feel it's important to understand what "weather" is referring to on the game map. </p><p></p><p>In general I think folks mean: air temperature, air currents, water vapor clouds, precipitation, and (maybe) pollen, and tides. There's bound to be more, but that helps us understand what weather is and what will be related to the players when it changes.</p><p></p><p>My best advice? </p><p>--Don't tell the players the weather, tell them the climate--</p><p></p><p>Climate can be tracked and rarely changes. Changes occur when the players change climates. On the other hand, weather changes all the time. People are always talking about the weather because there's something new to talk about. And it's rarely worth noticing. </p><p></p><p>Momentous weather is really what matters. Random earthquakes, tornadoes, hurricanes, volcanic explosions, tidal waves, even high velocity wind storms and such are <u>Events</u>. They are on the DMs calendar map and arrive as determined by a climate game system and only told to the players if and when they are there (and then).</p><p></p><p>Rain, snow, cloudy, sunny, warm, hot, cold? These things do become important and should be tracked, but can be randomized just like any other abstraction (e.g. hitting). Seasonal changes are Climate Patterns always in effect and can be aggregated for easy answers. High and low tide too. Phases of the moon(s). The star field in the sky. Where the sun is. Is it light or dark? Your players want rain? Is the climate right for rain? If yes, it rains. If they need a sunny day, it's sunny. Spend the time allotment and move on.</p><p></p><p>On the other hand, magically created weather like Druid's Control Weather should be told to the players like any other magical effect. This means DMs will end up telling them those specifics they normally wouldn't. How there are no clouds in the sky. Rain hasn't let up all day. Even boring stuff like that, which is assumed under starting knowledge or long term observation (searching) of an area:</p><p></p><p>"Where you grew up has been generally warm and temperate with short winters and long summers. It rains considerably in the spring, but only occasionally snows. With all the regular weather fluctuations you'd expect. However, there is a volcano a few days walk away and it has a history of rumbling."</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6724021, member: 3192"] I feel it's important to understand what "weather" is referring to on the game map. In general I think folks mean: air temperature, air currents, water vapor clouds, precipitation, and (maybe) pollen, and tides. There's bound to be more, but that helps us understand what weather is and what will be related to the players when it changes. My best advice? --Don't tell the players the weather, tell them the climate-- Climate can be tracked and rarely changes. Changes occur when the players change climates. On the other hand, weather changes all the time. People are always talking about the weather because there's something new to talk about. And it's rarely worth noticing. Momentous weather is really what matters. Random earthquakes, tornadoes, hurricanes, volcanic explosions, tidal waves, even high velocity wind storms and such are [U]Events[/U]. They are on the DMs calendar map and arrive as determined by a climate game system and only told to the players if and when they are there (and then). Rain, snow, cloudy, sunny, warm, hot, cold? These things do become important and should be tracked, but can be randomized just like any other abstraction (e.g. hitting). Seasonal changes are Climate Patterns always in effect and can be aggregated for easy answers. High and low tide too. Phases of the moon(s). The star field in the sky. Where the sun is. Is it light or dark? Your players want rain? Is the climate right for rain? If yes, it rains. If they need a sunny day, it's sunny. Spend the time allotment and move on. On the other hand, magically created weather like Druid's Control Weather should be told to the players like any other magical effect. This means DMs will end up telling them those specifics they normally wouldn't. How there are no clouds in the sky. Rain hasn't let up all day. Even boring stuff like that, which is assumed under starting knowledge or long term observation (searching) of an area: "Where you grew up has been generally warm and temperate with short winters and long summers. It rains considerably in the spring, but only occasionally snows. With all the regular weather fluctuations you'd expect. However, there is a volcano a few days walk away and it has a history of rumbling." [/QUOTE]
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