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What is *worldbuilding* for?
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<blockquote data-quote="Aenghus" data-source="post: 7332660" data-attributes="member: 2656"><p>There are two main reasons for players investing PC resources in being good at something, reasons that are almost opposites of each other. First, they may want to spend lots of time pursuing this chosen activity in-game and be seen as competent at it. Conversely, they may want to spend as little time in-game as possible on these tasks and invest resources to be sufficiently good at it that it's not a viable challenge. There are probably more complex reasons as well, but the two above are sufficiently opposed that when I see players investing a lot of PC resources in an area, I ask them why, as the answer matters a lot to creating an enjoyable game for them. </p><p></p><p>Depending on the style of a game, PC resources such as powers, spells, magic and mundane items such as maps can be seen in a naturalistic way as potentially improving the odds of success if used well, or as plot coupons that allow easy success in a particular problem, but maybe get used up doing so. A bunch of D&D spells and magic items in various editions could work either way, sometimes even in the same game.</p><p></p><p>That said, if a referee is annoyed with player choices, this is going to affect play. Sometime saying "No" early on can avoid this hassle, and allows a player to bow out early if it this means they are not going to get what they want out of the game.</p><p></p><p>Trust is never absolute, its something that needs to be constantly renewed and worked on.Talking it for granted is a potential way of losing it.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7332660, member: 2656"] There are two main reasons for players investing PC resources in being good at something, reasons that are almost opposites of each other. First, they may want to spend lots of time pursuing this chosen activity in-game and be seen as competent at it. Conversely, they may want to spend as little time in-game as possible on these tasks and invest resources to be sufficiently good at it that it's not a viable challenge. There are probably more complex reasons as well, but the two above are sufficiently opposed that when I see players investing a lot of PC resources in an area, I ask them why, as the answer matters a lot to creating an enjoyable game for them. Depending on the style of a game, PC resources such as powers, spells, magic and mundane items such as maps can be seen in a naturalistic way as potentially improving the odds of success if used well, or as plot coupons that allow easy success in a particular problem, but maybe get used up doing so. A bunch of D&D spells and magic items in various editions could work either way, sometimes even in the same game. That said, if a referee is annoyed with player choices, this is going to affect play. Sometime saying "No" early on can avoid this hassle, and allows a player to bow out early if it this means they are not going to get what they want out of the game. Trust is never absolute, its something that needs to be constantly renewed and worked on.Talking it for granted is a potential way of losing it. [/QUOTE]
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