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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7336383" data-attributes="member: 82106"><p>Yeah, I don't worry about it. I mean, there are conventions, as you say, and the players are likely to express a desire in less mechanical terms, like "I want to find my father, and he made a powerful sword that can help me do so, which I have inherited" could be viable (or recovered in an earlier part of the story arc, etc). So its powerful, in absolute terms, but the PCs are low level. OK, it doesn't have to be powerful in a simple mechanistic +5 way. In fact this scenario played out almost exactly in my 1st 4e campaign, except it was an axe. Every so often the thing would manifest a new attribute which would help enable the quest. By level 12 the axe was pretty strong, but it was in 4e mechanical terms a paragon weapon. Later it became an artifact.</p><p></p><p></p><p>Meh, you want to get stupid with that, I can just throw level +8 at you, its immaterial. Or in a more sophisticated way, "OK, you utterly kick ass in a fight, but can you negotiate your way out of a paper bag?" This is why I HATE this notion that there are 'pillars' and everyone should be good at something in every mode of play. If the GM can't work out his game such that resources need to be applied to all different aspects of the character, so be it. The whole notion is dumb.</p><p></p><p></p><p>I think you have to trust your players some. I mean, adversity makes the game go anyway, so it WILL come. Remember how the whole Star Wars trilogy goes? First they beat the Death Star, great triumph, medals for all! Then they're floating on the edge of the Galaxy plotting some desperate hail Mary in the next scene (starting of 2nd movie). Sic transit gloria mundi. </p><p></p><p></p><p></p><p>Right, going to where the action is is not going to where the PCs just waltz over everything. If that's REALLY all the players want though, I think its silly not to give them some version of it. Like I said above, conflict will always come. Anyway, there's always the larger framing of the whole milieu. My D&D campaign world's premise in the end is that you shape your destiny and the world around you. Only a few heroes are great enough to succeed. To enter into the company of legends is HARD, to enter into the company of myths, good luck! You want an easy victory, you won't be remembered, not like that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7336383, member: 82106"] Yeah, I don't worry about it. I mean, there are conventions, as you say, and the players are likely to express a desire in less mechanical terms, like "I want to find my father, and he made a powerful sword that can help me do so, which I have inherited" could be viable (or recovered in an earlier part of the story arc, etc). So its powerful, in absolute terms, but the PCs are low level. OK, it doesn't have to be powerful in a simple mechanistic +5 way. In fact this scenario played out almost exactly in my 1st 4e campaign, except it was an axe. Every so often the thing would manifest a new attribute which would help enable the quest. By level 12 the axe was pretty strong, but it was in 4e mechanical terms a paragon weapon. Later it became an artifact. Meh, you want to get stupid with that, I can just throw level +8 at you, its immaterial. Or in a more sophisticated way, "OK, you utterly kick ass in a fight, but can you negotiate your way out of a paper bag?" This is why I HATE this notion that there are 'pillars' and everyone should be good at something in every mode of play. If the GM can't work out his game such that resources need to be applied to all different aspects of the character, so be it. The whole notion is dumb. I think you have to trust your players some. I mean, adversity makes the game go anyway, so it WILL come. Remember how the whole Star Wars trilogy goes? First they beat the Death Star, great triumph, medals for all! Then they're floating on the edge of the Galaxy plotting some desperate hail Mary in the next scene (starting of 2nd movie). Sic transit gloria mundi. Right, going to where the action is is not going to where the PCs just waltz over everything. If that's REALLY all the players want though, I think its silly not to give them some version of it. Like I said above, conflict will always come. Anyway, there's always the larger framing of the whole milieu. My D&D campaign world's premise in the end is that you shape your destiny and the world around you. Only a few heroes are great enough to succeed. To enter into the company of legends is HARD, to enter into the company of myths, good luck! You want an easy victory, you won't be remembered, not like that. [/QUOTE]
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