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What is *worldbuilding* for?
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<blockquote data-quote="Manbearcat" data-source="post: 7324765" data-attributes="member: 6696971"><p>[MENTION=42582]pemerton[/MENTION] doesn't run dungeons in his games (in the classical sense). When I run dungeon crawl games, I'm either using Moldvay Basic or Torchbearer anymore (very sparingly AD&D). </p><p></p><p>So I've got the dungeon stocked with NPCs/Monsters, Traps, Puzzles, Secret Doors, Stairs, Chutes, etc etc. You roll a d6 per denizens in a particular room that should be in earshot of some racket nearby. If a 1 comes up (or 2 in the case of demihuman or creature with keen hearing), they hear it and check it out. Then you roll Reaction and find out what the dice say happens and go from there to either a social encounter, a combat encounter, or a chase (pretty much exhaustively). Same thing applies for Wandering Monsters. If its time to check for Wandering Monsters, you make your roll, if yes then you roll on your table to find out what comes up. Then you roll Reaction again and go from there. </p><p></p><p>The place is "alive" insofar as the dice says it is and I get to find out just how alive it is rather than deciding by fiat. My role is in creating the dungeon setting, the theme, stocking it, and then playing the obstacles (monsters included) to the adventurer's treasure hunt as they come up. In the stocking there may be intel or circumstance in there that relates to lower levels of the dungeon or future dungeon prospects that the PCs can divine/deliberate over when they go back to town with whatever spoils they've pulled out.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7324765, member: 6696971"] [MENTION=42582]pemerton[/MENTION] doesn't run dungeons in his games (in the classical sense). When I run dungeon crawl games, I'm either using Moldvay Basic or Torchbearer anymore (very sparingly AD&D). So I've got the dungeon stocked with NPCs/Monsters, Traps, Puzzles, Secret Doors, Stairs, Chutes, etc etc. You roll a d6 per denizens in a particular room that should be in earshot of some racket nearby. If a 1 comes up (or 2 in the case of demihuman or creature with keen hearing), they hear it and check it out. Then you roll Reaction and find out what the dice say happens and go from there to either a social encounter, a combat encounter, or a chase (pretty much exhaustively). Same thing applies for Wandering Monsters. If its time to check for Wandering Monsters, you make your roll, if yes then you roll on your table to find out what comes up. Then you roll Reaction again and go from there. The place is "alive" insofar as the dice says it is and I get to find out just how alive it is rather than deciding by fiat. My role is in creating the dungeon setting, the theme, stocking it, and then playing the obstacles (monsters included) to the adventurer's treasure hunt as they come up. In the stocking there may be intel or circumstance in there that relates to lower levels of the dungeon or future dungeon prospects that the PCs can divine/deliberate over when they go back to town with whatever spoils they've pulled out. [/QUOTE]
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