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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7336751" data-attributes="member: 29398"><p>This is something else I just can't grasp.</p><p></p><p>The paragraph I quoted above holds all the elements that could make up an entire adventure...</p><p></p><p>- initial information gathering [the sage and related activities]</p><p>- travel to the adventure site [potential dangers or threats or encounters en route to the mansion]</p><p>- on-site information gathering [exploration around the mansion, and some surveillance]</p><p>- exploration part 1 [clearing out any unwanted or dangerous occupants from the mansion, clearing any traps, and maybe mapping out the place]</p><p>- exploration part 2 [searching for the map, along with checking for any other hidden secrets or loot the mansion might hold]</p><p>- travel back to town [more potential dangers etc.]</p><p></p><p>...potentially representing several sessions of interesting play, and blows it all off with one skill challenge.</p><p></p><p>This is fine for what I call "mini-dungeoning", a method I use if I need to quickly update a character who's been retired for a few years wherein what would otherwise be full adventures get boiled down to a few dice rolls; but to run the main campaign this way just smacks of "I want to get this campaign over with ASAP".</p><p></p><p>Well, step one is to play it all out in a lot more detail than just a single skill challenge. <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=":)" /> Ideally, in the end we want to come away knowing in the fiction not only <em>whether</em> that hope is realized but <em>how</em> it was realized; and what other interesting stories might have occurred along the way to getting to this point.</p><p></p><p>Lan-"granularity is your friend"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7336751, member: 29398"] This is something else I just can't grasp. The paragraph I quoted above holds all the elements that could make up an entire adventure... - initial information gathering [the sage and related activities] - travel to the adventure site [potential dangers or threats or encounters en route to the mansion] - on-site information gathering [exploration around the mansion, and some surveillance] - exploration part 1 [clearing out any unwanted or dangerous occupants from the mansion, clearing any traps, and maybe mapping out the place] - exploration part 2 [searching for the map, along with checking for any other hidden secrets or loot the mansion might hold] - travel back to town [more potential dangers etc.] ...potentially representing several sessions of interesting play, and blows it all off with one skill challenge. This is fine for what I call "mini-dungeoning", a method I use if I need to quickly update a character who's been retired for a few years wherein what would otherwise be full adventures get boiled down to a few dice rolls; but to run the main campaign this way just smacks of "I want to get this campaign over with ASAP". Well, step one is to play it all out in a lot more detail than just a single skill challenge. :) Ideally, in the end we want to come away knowing in the fiction not only [I]whether[/I] that hope is realized but [I]how[/I] it was realized; and what other interesting stories might have occurred along the way to getting to this point. Lan-"granularity is your friend"-efan [/QUOTE]
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