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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7333904" data-attributes="member: 42582"><p>Is there a "non" missing in you first sentence - classic rules getting in the way of non-classic play?</p><p></p><p>In any event, I agree with the rest of what I've quoted - that's what I said in my OP - except for one bit. I looked up my copy of SR v1, no 2, Summer 1975, and there's no mention of the ranger not being able to get lost. I'm 99% sure it's not in the AD&D books either, as I'm not familiar with the ability and I am familiar with those books.</p><p></p><p>If the ability <em>did</em> exist, though, then your analysis is spot-on.</p><p></p><p>Absolutely. It's not like I'm going to run out of encounter ideas and so we all have to give up the game!</p><p></p><p>I gave exactly these two examples upthread (well, in our Traveller game we only rolled up a starting world, and I had four worlds already rolled up that I dropped in when I needed the; but it's pretty close; our AD&D session was just as you describe).</p><p></p><p>Now I think that Traveller provides resources (the implied setting, the world generation, random patrons, the implied backstory of a randomly rolled lifepath-generated PC) that lead more quickly to a more rich setting than AD&D. (That's one reason why our AD&D was one session whereas Traveller is still going.)</p><p></p><p>But AD&D isn't devoid of them. In my AD&D session the cleric player took the Know History spell. (I think it's from OA originally, but I had a combined spell list written down.) And the player's backstory for the LN cleric entering the dungeon was to look for ancient scrolls of his order believed to be in the dungeon. So when I rolled up an octagonal but otherwise boring room on the random tables, I spiced it up with narration of some weird runes and the like. And the player had his PC cast Know History, and I made up some more stuff: the PC (and player) learned that the sigils were sigils of Chaos, and that the octagon (and other figures featuring the number 8, like 8 crossed arrows) was a sign of Chaos. The chaotic origins of the dungeon also explained its weird architecture (an inevitable outcome of Appendix A), and suggested that the scrolls of Law that the cleric was looking for must have been taken here as loot or for destruction by the chaotics.</p><p></p><p>I'll admit it's not going to win a prize, but enough of that sort of stuff and in a few sessions a picture of the world would start to emerge.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7333904, member: 42582"] Is there a "non" missing in you first sentence - classic rules getting in the way of non-classic play? In any event, I agree with the rest of what I've quoted - that's what I said in my OP - except for one bit. I looked up my copy of SR v1, no 2, Summer 1975, and there's no mention of the ranger not being able to get lost. I'm 99% sure it's not in the AD&D books either, as I'm not familiar with the ability and I am familiar with those books. If the ability [I]did[/I] exist, though, then your analysis is spot-on. Absolutely. It's not like I'm going to run out of encounter ideas and so we all have to give up the game! I gave exactly these two examples upthread (well, in our Traveller game we only rolled up a starting world, and I had four worlds already rolled up that I dropped in when I needed the; but it's pretty close; our AD&D session was just as you describe). Now I think that Traveller provides resources (the implied setting, the world generation, random patrons, the implied backstory of a randomly rolled lifepath-generated PC) that lead more quickly to a more rich setting than AD&D. (That's one reason why our AD&D was one session whereas Traveller is still going.) But AD&D isn't devoid of them. In my AD&D session the cleric player took the Know History spell. (I think it's from OA originally, but I had a combined spell list written down.) And the player's backstory for the LN cleric entering the dungeon was to look for ancient scrolls of his order believed to be in the dungeon. So when I rolled up an octagonal but otherwise boring room on the random tables, I spiced it up with narration of some weird runes and the like. And the player had his PC cast Know History, and I made up some more stuff: the PC (and player) learned that the sigils were sigils of Chaos, and that the octagon (and other figures featuring the number 8, like 8 crossed arrows) was a sign of Chaos. The chaotic origins of the dungeon also explained its weird architecture (an inevitable outcome of Appendix A), and suggested that the scrolls of Law that the cleric was looking for must have been taken here as loot or for destruction by the chaotics. I'll admit it's not going to win a prize, but enough of that sort of stuff and in a few sessions a picture of the world would start to emerge. [/QUOTE]
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