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What Is an Experience Point Worth?
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<blockquote data-quote="Lanefan" data-source="post: 7732723" data-attributes="member: 29398"><p>You're very good at this: taking something potentially significant (in this case what may or may not have happened in the corridors of a hostile place) and throwing back a laughable example to compare it with and then saying they're the same.</p><p></p><p>News flash: they're not.</p><p></p><p>It's in theory a hostile place they're in, meaning that there's by default always something at stake for the PCs (i.e. potential danger) until exploration and observation shows them otherwise.</p><p></p><p>Yes there's details that get skipped...details that don't matter. Travelling through a hostile place is not such a detail.</p><p></p><p>Then that's squarely on you as GM.</p><p></p><p>Wrong. Geographic details are <strong>always</strong> important, be it in a dungeon, a castle, a town, a wilderness, outer space. I repeat: always important. Knowing where you are and what's around you spatially is important. Knowing how you got there is important. Knowing how to get out is often even more important. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Yet again you take something important and liken it to a triviality.</p><p></p><p>Again, that's on you as GM to have that information (the maps, not the tunics).</p><p>Ah, and now we come to it. <em>You're</em> not interested in mapping, and so your game doesn't use maps. This at least I can relate to, even as I maintain you're short-changing your players.</p><p></p><p>When would I have had the chance? You jumped straight from the angels saying "OK, we wil take you there" to describing and scene-setting the reliquary, thus reducing the point in asking at all because we've already made it there safely. Before you jump the gun I as player and PC don't know if the journey is safe (and by the sound of it, neither do you as DM in this case) so - hey, why not play to find out?</p><p></p><p>And this is all it takes! An acknowledgement that there's something there, that the journey took place, and that it is safe.</p><p>Never mind the checks, I'd probably ask you roughly how long the journey with the angels would take and then roleplay asking them for more information and not just about the adventure we're in. Hell, they're angels for crying out loud - they know lots of stuff about lots of stuff. I'd think of it as something like a several-minute-long <em>Commune</em> spell!</p><p></p><p>So it seems. Your players aren't nearly as inquisitive as mine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That would depend. If X had come up in play or influenced anything in any way before now then consistency would commit me to X. If X had not yet had any influence then it'd be a more open question; with the likelihood of my jumping to Q on the spot somewhat determined by the significance of whatever X-Q is. If it's something minor I'd probably go with Q. If it's something major I'd likely stick with X as I know I've already thought that through.</p><p></p><p>Changing anything after it's seen or influenced play in any form is bad - I even think we can agree on that.</p><p></p><p>Changing something before it's seen or influenced play but after the DM knows who's going to potentially interact with it: almost always bad form, as nearly always those changes are being made based on this meta-info.</p><p></p><p>Changing it well ahead of time without clear knowledge of what players or PCs will or might eventually interact with it: fair game.</p><p></p><p>Simple. Once the backstory has been relied on in such a manner it becomes locked in as it's had influence on play.</p><p></p><p>For the first question, see above. For the second, the players just keep on truckin', doing what they do - which is to bring their characters to life and interact with the world around them.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7732723, member: 29398"] You're very good at this: taking something potentially significant (in this case what may or may not have happened in the corridors of a hostile place) and throwing back a laughable example to compare it with and then saying they're the same. News flash: they're not. It's in theory a hostile place they're in, meaning that there's by default always something at stake for the PCs (i.e. potential danger) until exploration and observation shows them otherwise. Yes there's details that get skipped...details that don't matter. Travelling through a hostile place is not such a detail. Then that's squarely on you as GM. Wrong. Geographic details are [B]always[/B] important, be it in a dungeon, a castle, a town, a wilderness, outer space. I repeat: always important. Knowing where you are and what's around you spatially is important. Knowing how you got there is important. Knowing how to get out is often even more important. :) Yet again you take something important and liken it to a triviality. Again, that's on you as GM to have that information (the maps, not the tunics). Ah, and now we come to it. [I]You're[/I] not interested in mapping, and so your game doesn't use maps. This at least I can relate to, even as I maintain you're short-changing your players. When would I have had the chance? You jumped straight from the angels saying "OK, we wil take you there" to describing and scene-setting the reliquary, thus reducing the point in asking at all because we've already made it there safely. Before you jump the gun I as player and PC don't know if the journey is safe (and by the sound of it, neither do you as DM in this case) so - hey, why not play to find out? And this is all it takes! An acknowledgement that there's something there, that the journey took place, and that it is safe. Never mind the checks, I'd probably ask you roughly how long the journey with the angels would take and then roleplay asking them for more information and not just about the adventure we're in. Hell, they're angels for crying out loud - they know lots of stuff about lots of stuff. I'd think of it as something like a several-minute-long [I]Commune[/I] spell! So it seems. Your players aren't nearly as inquisitive as mine. :) That would depend. If X had come up in play or influenced anything in any way before now then consistency would commit me to X. If X had not yet had any influence then it'd be a more open question; with the likelihood of my jumping to Q on the spot somewhat determined by the significance of whatever X-Q is. If it's something minor I'd probably go with Q. If it's something major I'd likely stick with X as I know I've already thought that through. Changing anything after it's seen or influenced play in any form is bad - I even think we can agree on that. Changing something before it's seen or influenced play but after the DM knows who's going to potentially interact with it: almost always bad form, as nearly always those changes are being made based on this meta-info. Changing it well ahead of time without clear knowledge of what players or PCs will or might eventually interact with it: fair game. Simple. Once the backstory has been relied on in such a manner it becomes locked in as it's had influence on play. For the first question, see above. For the second, the players just keep on truckin', doing what they do - which is to bring their characters to life and interact with the world around them. Lanefan [/QUOTE]
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