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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7341061" data-attributes="member: 82106"><p>I think [MENTION=2656]Aenghus[/MENTION]' concern here in terms of probabilities and mechanics is cogent. Its also cogent in the sense that it demonstrates a way in which 'classic' D&D and its focus on tactical rules leaves us with a vast swath of room for the GM to simply engineer things to his own liking. In fact it seems that the resolution is so firmly in the GM's hands that it can hardly be else! This illustrates my earlier noted observation of the 'incoherence' of 2e, it claims to wish to be a system focused on stories and narrative, but it lacks any mechanics to support that, providing only the same dungeon-crawl-focused D&D mechanics that originated in OD&D years earlier.</p><p></p><p>I will note that where D&D (and later versions moreso with their large spell lists) does provide for 'operational' level action it is virtually the exclusive province of casters, and particularly of wizards (though clerics/druids/priests are no slouches here either). While any PC could theoretically contact an assassin, etc. a wizard of sufficient level can CONJURE ONE UP or induce someone to carry out the task, etc. A wizard will have a much easier time assassinating a king than a fighter, a rogue, or even an assassin (in 1e)! </p><p></p><p>I also don't really like [MENTION=29398]Lanefan[/MENTION]'s "they can't know the probability of success" notion. This is again leading back into 'hidden backstory' kind of territory, and certainly at least smacks of the DM being almost exclusively the source of story in the game. </p><p></p><p>Now, I don't think I would just give away to the PCs an accurate estimate of their chances of success merely for the asking. If they want to undertake an assassination then lets let them figure out what the stakes are for themselves. If they don't like the odds, then they can change plans, although I might still use their prep as hooks (later the guy you paid to give you the guard schedules and list of magical wards used by the King turns up dead, a week later your favorite barkeep hands you a note left by an 'unsavory character'...). However, plot hooks are never hard to come by, I wouldn't consider this to be especially increasing the character's exposure to them, just providing an easy formulation FOR them. One suggested by the players in the first place to some extent. If they simply left it at that and didn't investigate I'd probably just have their major domo later on let them know that he paid off some guy 500gp, the players are obviously not interested in engaging this story element.</p><p></p><p>Anyway, I think that an accurate assessment of the chances of success are a necessary part of the wager, and are in fact a part of the formulation of the game as such. The players get to choose what they are risking, and they obviously need in turn to know what they have to gain from taking that risk. It just won't work otherwise.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7341061, member: 82106"] I think [MENTION=2656]Aenghus[/MENTION]' concern here in terms of probabilities and mechanics is cogent. Its also cogent in the sense that it demonstrates a way in which 'classic' D&D and its focus on tactical rules leaves us with a vast swath of room for the GM to simply engineer things to his own liking. In fact it seems that the resolution is so firmly in the GM's hands that it can hardly be else! This illustrates my earlier noted observation of the 'incoherence' of 2e, it claims to wish to be a system focused on stories and narrative, but it lacks any mechanics to support that, providing only the same dungeon-crawl-focused D&D mechanics that originated in OD&D years earlier. I will note that where D&D (and later versions moreso with their large spell lists) does provide for 'operational' level action it is virtually the exclusive province of casters, and particularly of wizards (though clerics/druids/priests are no slouches here either). While any PC could theoretically contact an assassin, etc. a wizard of sufficient level can CONJURE ONE UP or induce someone to carry out the task, etc. A wizard will have a much easier time assassinating a king than a fighter, a rogue, or even an assassin (in 1e)! I also don't really like [MENTION=29398]Lanefan[/MENTION]'s "they can't know the probability of success" notion. This is again leading back into 'hidden backstory' kind of territory, and certainly at least smacks of the DM being almost exclusively the source of story in the game. Now, I don't think I would just give away to the PCs an accurate estimate of their chances of success merely for the asking. If they want to undertake an assassination then lets let them figure out what the stakes are for themselves. If they don't like the odds, then they can change plans, although I might still use their prep as hooks (later the guy you paid to give you the guard schedules and list of magical wards used by the King turns up dead, a week later your favorite barkeep hands you a note left by an 'unsavory character'...). However, plot hooks are never hard to come by, I wouldn't consider this to be especially increasing the character's exposure to them, just providing an easy formulation FOR them. One suggested by the players in the first place to some extent. If they simply left it at that and didn't investigate I'd probably just have their major domo later on let them know that he paid off some guy 500gp, the players are obviously not interested in engaging this story element. Anyway, I think that an accurate assessment of the chances of success are a necessary part of the wager, and are in fact a part of the formulation of the game as such. The players get to choose what they are risking, and they obviously need in turn to know what they have to gain from taking that risk. It just won't work otherwise. [/QUOTE]
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