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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7335383" data-attributes="member: 29398"><p>Depending on what roll-up method is used, all of these are possible. That said, whatever character you end up with, that's what you inhabit (which is in fact a part of the player-side challenge of hard-coded 0e and 1e, somewhat lost since).</p><p></p><p>Again true, and again perfectly acceptable as a part of the game (except for the Falstaff Jr. bit). Characters die. It's a realistic result when they stick their noses into dangerous places where others fear to tread.</p><p></p><p>Yes, the 'logistics' side - something else that has rather sadly been lost over the years.</p><p>Depends on level. In 35 years of playing 1e variants I've never seen a party average above about 10th level; and at 10th-ish the non-casters can still more than hold their own.</p><p></p><p>Once you get to 18th and the MU has Wish available in the field then yeah - it's over. <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>Drop in any Saturday night to the game I play in. <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>And yes, there's not much incentive to do much with your character until it's survived a few adventures...which is why I generally don't; and have no problem with not doing so. I bang out the numbers, give it a basic personality (sometimes more over-the-top than others) and see how it goes from there. Background etc. can wait till later.</p><p></p><p>You're very very VERY trusting of your players to not more or less subtly bend this transparency and play-style to their advantage. If you have such trustworthy players, good on ya; but they're a very rare breed.</p><p></p><p>That, and I see it as a bit more adversarial; in that the game world (as reasonably run by the DM) is out to make the PCs miserable in one way or another and the PCs are out to survive and mitigate and win through said misery.</p><p></p><p>Yeah, that's overdoing it on the part of that particular DM.</p><p></p><p>Sounds like he wasn't one for hitting player-thrown curveballs. Pity.</p><p></p><p>Depending on the story being told, I'd findsomething like this to be either a great game or a crashing bore.</p><p></p><p>But - I'm a chaotic player; and it's pretty much guaranteed that at some point I'd have suggested the party abandon the whole thing and just go bash ogres in the hills. Wonder how he'd have handled that?</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7335383, member: 29398"] Depending on what roll-up method is used, all of these are possible. That said, whatever character you end up with, that's what you inhabit (which is in fact a part of the player-side challenge of hard-coded 0e and 1e, somewhat lost since). Again true, and again perfectly acceptable as a part of the game (except for the Falstaff Jr. bit). Characters die. It's a realistic result when they stick their noses into dangerous places where others fear to tread. Yes, the 'logistics' side - something else that has rather sadly been lost over the years. Depends on level. In 35 years of playing 1e variants I've never seen a party average above about 10th level; and at 10th-ish the non-casters can still more than hold their own. Once you get to 18th and the MU has Wish available in the field then yeah - it's over. :) Drop in any Saturday night to the game I play in. :) And yes, there's not much incentive to do much with your character until it's survived a few adventures...which is why I generally don't; and have no problem with not doing so. I bang out the numbers, give it a basic personality (sometimes more over-the-top than others) and see how it goes from there. Background etc. can wait till later. You're very very VERY trusting of your players to not more or less subtly bend this transparency and play-style to their advantage. If you have such trustworthy players, good on ya; but they're a very rare breed. That, and I see it as a bit more adversarial; in that the game world (as reasonably run by the DM) is out to make the PCs miserable in one way or another and the PCs are out to survive and mitigate and win through said misery. Yeah, that's overdoing it on the part of that particular DM. Sounds like he wasn't one for hitting player-thrown curveballs. Pity. Depending on the story being told, I'd findsomething like this to be either a great game or a crashing bore. But - I'm a chaotic player; and it's pretty much guaranteed that at some point I'd have suggested the party abandon the whole thing and just go bash ogres in the hills. Wonder how he'd have handled that? Lanefan [/QUOTE]
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