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*TTRPGs General
What is *worldbuilding* for?
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<blockquote data-quote="Emerikol" data-source="post: 7337322" data-attributes="member: 6698278"><p>So I believe I've mistaken your position for something like Iserith's and the reality is it is not vastly different from mine. If I did not know something about the contents of a room, I would of course adjudicate it the way you did though I might roll behind the screen and just say "you see the jug" or "you can't find one". The reality is that in some cases I will know. In others I may have to make a probabilistic DC based on what I know about the owner of the room (with a nod to the Jester's comments).</p><p></p><p>I enjoy world building. I think a DM that doesn't know his world very well is just not very interesting as a content provider. I grow bored quickly. If I know the DM has a deep understanding of his world, I still don't expect him to know absolutely every last detail. But the better he knows his world the better he can offer a DC that is consistent with his world. </p><p></p><p>When I play and I believe when my players play in my games, we generally want to do several things...</p><p>1. Explore the world in general.</p><p>2. Interact with NPCs and build alliances and of course inevitably acquire some enemies. A hero is only as good as his villainous enemy.</p><p>3. Dungeons and adventures while interesting and flavorful puzzle combats are not the end all of what we do. As the players grow in power their adventures tend to align with their campaign objectives. They may be trying to build a temple to their God or a fortress in the wilderness. </p><p>4. Eventually become a mover and shaker in the world. </p><p></p><p>It really is very Gygaxian. I just loved the game as he imagined it and never went away from that. And if I got it wrong, then it was a happy mistake because it turned out well for me and my players.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 7337322, member: 6698278"] So I believe I've mistaken your position for something like Iserith's and the reality is it is not vastly different from mine. If I did not know something about the contents of a room, I would of course adjudicate it the way you did though I might roll behind the screen and just say "you see the jug" or "you can't find one". The reality is that in some cases I will know. In others I may have to make a probabilistic DC based on what I know about the owner of the room (with a nod to the Jester's comments). I enjoy world building. I think a DM that doesn't know his world very well is just not very interesting as a content provider. I grow bored quickly. If I know the DM has a deep understanding of his world, I still don't expect him to know absolutely every last detail. But the better he knows his world the better he can offer a DC that is consistent with his world. When I play and I believe when my players play in my games, we generally want to do several things... 1. Explore the world in general. 2. Interact with NPCs and build alliances and of course inevitably acquire some enemies. A hero is only as good as his villainous enemy. 3. Dungeons and adventures while interesting and flavorful puzzle combats are not the end all of what we do. As the players grow in power their adventures tend to align with their campaign objectives. They may be trying to build a temple to their God or a fortress in the wilderness. 4. Eventually become a mover and shaker in the world. It really is very Gygaxian. I just loved the game as he imagined it and never went away from that. And if I got it wrong, then it was a happy mistake because it turned out well for me and my players. [/QUOTE]
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