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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7341807" data-attributes="member: 29398"><p>They might think they know the odds...and they might be right.</p><p></p><p>Or they might not have a clue.</p><p></p><p>Yet I feel the game world should try to replicate the real world where and how it can, while knowing there'll be obvious times - usually involving magic - when it can't. Nobody but you said anything about lacking drama or narrative; but there's two versions. One is the here-and-now drama and narrative of trying to kill these bandits and their wolf allies before they kill us. The other is the narrative that doesn't emerge until later, when you realize those bandits were in fact one group among many working for the Magister as part of his plot to destabilize the kingdom. Both are completely valid.</p><p></p><p>I'm not as hard-core simulation as I'm probably coming across, but there are some basic tenets I always try to go by:</p><p></p><p>- the baseline default is that the science within the game world mirrors the real world when and if it can (weather, physics, astronomy, all kinds of -ologies, etc.)</p><p>- where something forces the science to do otherwise, real-world parameters apply where possible (e.g. a fireball glows orange and sets things on fire; a dragon flying through fog disturbs the fog)</p><p>- there is no material or game-mechanical difference between a PC and an NPC in the game world; each is simply an inhabitant of that world and doesn't have a tattoo on its forehead saying PC or NPC.</p><p>- the rules and processes used in the run of play are assumed to reflect those in use everywhere and by everyone in the game world except in unusual cases where circumstances dicate differently</p><p>- the main difference between the real world and pretty much any game world is that the game world has controllable magic where the real world does not; and that there is a consistent explanation in game-world physics for why this difference exists.</p><p></p><p>Make sense?</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7341807, member: 29398"] They might think they know the odds...and they might be right. Or they might not have a clue. Yet I feel the game world should try to replicate the real world where and how it can, while knowing there'll be obvious times - usually involving magic - when it can't. Nobody but you said anything about lacking drama or narrative; but there's two versions. One is the here-and-now drama and narrative of trying to kill these bandits and their wolf allies before they kill us. The other is the narrative that doesn't emerge until later, when you realize those bandits were in fact one group among many working for the Magister as part of his plot to destabilize the kingdom. Both are completely valid. I'm not as hard-core simulation as I'm probably coming across, but there are some basic tenets I always try to go by: - the baseline default is that the science within the game world mirrors the real world when and if it can (weather, physics, astronomy, all kinds of -ologies, etc.) - where something forces the science to do otherwise, real-world parameters apply where possible (e.g. a fireball glows orange and sets things on fire; a dragon flying through fog disturbs the fog) - there is no material or game-mechanical difference between a PC and an NPC in the game world; each is simply an inhabitant of that world and doesn't have a tattoo on its forehead saying PC or NPC. - the rules and processes used in the run of play are assumed to reflect those in use everywhere and by everyone in the game world except in unusual cases where circumstances dicate differently - the main difference between the real world and pretty much any game world is that the game world has controllable magic where the real world does not; and that there is a consistent explanation in game-world physics for why this difference exists. Make sense? Lanefan [/QUOTE]
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