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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7328879" data-attributes="member: 29398"><p>I detect a bit of good-nautred sarcasm in there, but underneath (and not as extreme) yes, you're about right.</p><p></p><p>Ah, there's perhaps the difference. You see, for my part as long as we're having fun* it doesn't matter what amount of adventuring or "progress" gets done this session, because there'll always be another session...and another after that, repeat ad infinitum. I see any campaign I enter, be it as player or DM, as something that will go on open-endedly far into the real-world future - thus if the pace of play slows down for a while, then so be it.</p><p></p><p>* - and yes, fun can include being frustrated sometimes - there's no law against frustrated players / PCs. <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>Except I don't think it's a mistake. I think it's part of presenting a more realistic and immersive situation in which not everything is handed to the PCs and in which sometimes they're flat-out going to fail - just like real life.</p><p></p><p>They're tied together, though. Player interest and game-world fidelity go hand in hand - if the game world is inconsistent or unrealistic the players IME start to treat it as a joke. Pacing - that's determined by both the players and the DM at different times, and it falls to the slowest common denominator. To explain: if the players want to dive into the minutae of haggling over mundane equipment prices the DM has to go along with that; conversely if the DM has set up a situation where the PCs have to spend some time investigating and searching then the players have to go along with that.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7328879, member: 29398"] I detect a bit of good-nautred sarcasm in there, but underneath (and not as extreme) yes, you're about right. Ah, there's perhaps the difference. You see, for my part as long as we're having fun* it doesn't matter what amount of adventuring or "progress" gets done this session, because there'll always be another session...and another after that, repeat ad infinitum. I see any campaign I enter, be it as player or DM, as something that will go on open-endedly far into the real-world future - thus if the pace of play slows down for a while, then so be it. * - and yes, fun can include being frustrated sometimes - there's no law against frustrated players / PCs. :) Except I don't think it's a mistake. I think it's part of presenting a more realistic and immersive situation in which not everything is handed to the PCs and in which sometimes they're flat-out going to fail - just like real life. They're tied together, though. Player interest and game-world fidelity go hand in hand - if the game world is inconsistent or unrealistic the players IME start to treat it as a joke. Pacing - that's determined by both the players and the DM at different times, and it falls to the slowest common denominator. To explain: if the players want to dive into the minutae of haggling over mundane equipment prices the DM has to go along with that; conversely if the DM has set up a situation where the PCs have to spend some time investigating and searching then the players have to go along with that. Lanefan [/QUOTE]
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