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What is *worldbuilding* for?
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<blockquote data-quote="Maxperson" data-source="post: 7345871" data-attributes="member: 23751"><p>Most people, when they use a module, place it within their campaign world somewhere. B10 gets placed into the map somewhere and the PCs walk into that area.</p><p></p><p></p><p></p><p>No.</p><p></p><p></p><p></p><p>No.</p><p></p><p></p><p></p><p>We agree on something! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Yes.</p><p></p><p></p><p></p><p>Why would there need to be an office of Mayor for the PCs to try and become Mayor? As for the town, I just glanced at the module and thought the homestead was a town. My bad. My point remains valid, though, because I was just using that error to point out how my style of play allows agency. Let's pretend that either there is already a town in B10, or that I was talking about B10.5 which has a town called Sukiskyn. It can either have or not have the office of Mayor, since that doesn't really matter.</p><p></p><p>Look, most DMs(the vast majority really) are reasonable and aren't going to shoot down player ideas just because. The players can have the PCs look for the secrets, or not look for the secrets. They can go in any direction they want for just about any reason they want. Fighting goblins to save the town will win them brownie points. If one of the players then wants to try and become Mayor of the town, he will come up with a way to attempt it. Perhaps he goes around putting himself forward to the grateful townsfolk. He might or might not suggest that having a powerful Mayor with powerful advisers(the other PCs) is good for them. Or maybe he has his rogue friend run around in disguise subtly planting rumors and ideas, guiding the town to ask his buddy to be Mayor. There are many ways to try it. </p><p></p><p>It's the job of the DM to not only allow that attempt, but also fairly judge the chances of success. Probably setting skill challenges, individual skill rolls, and other reasonable obstacles in the way. The result is that there is a chance that the PCs can succeed, and that's what I meant.</p><p></p><p>There really will be no automatic failure or reliance on DM fiat unless the DM is a bad one. There is no discovery of a DM path to success, because the DM has no path and it's the PCs that are forging that path as they go with their ideas. There is no reliance on whether the DM thinks it's a good idea or would make a fun story, because that doesn't matter to even an average DM. When the players tell me that one of them is going to sneak into the dragon's lair to look around, I usually think that's a bad idea, but it's allowed anyway. And as long as the players are having fun, that's what is important. </p><p></p><p>As far as I'm concerned, that affords the players full agency, despite the inability to author sections of the world as they go.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7345871, member: 23751"] Most people, when they use a module, place it within their campaign world somewhere. B10 gets placed into the map somewhere and the PCs walk into that area. No. No. We agree on something! ;) Yes. Why would there need to be an office of Mayor for the PCs to try and become Mayor? As for the town, I just glanced at the module and thought the homestead was a town. My bad. My point remains valid, though, because I was just using that error to point out how my style of play allows agency. Let's pretend that either there is already a town in B10, or that I was talking about B10.5 which has a town called Sukiskyn. It can either have or not have the office of Mayor, since that doesn't really matter. Look, most DMs(the vast majority really) are reasonable and aren't going to shoot down player ideas just because. The players can have the PCs look for the secrets, or not look for the secrets. They can go in any direction they want for just about any reason they want. Fighting goblins to save the town will win them brownie points. If one of the players then wants to try and become Mayor of the town, he will come up with a way to attempt it. Perhaps he goes around putting himself forward to the grateful townsfolk. He might or might not suggest that having a powerful Mayor with powerful advisers(the other PCs) is good for them. Or maybe he has his rogue friend run around in disguise subtly planting rumors and ideas, guiding the town to ask his buddy to be Mayor. There are many ways to try it. It's the job of the DM to not only allow that attempt, but also fairly judge the chances of success. Probably setting skill challenges, individual skill rolls, and other reasonable obstacles in the way. The result is that there is a chance that the PCs can succeed, and that's what I meant. There really will be no automatic failure or reliance on DM fiat unless the DM is a bad one. There is no discovery of a DM path to success, because the DM has no path and it's the PCs that are forging that path as they go with their ideas. There is no reliance on whether the DM thinks it's a good idea or would make a fun story, because that doesn't matter to even an average DM. When the players tell me that one of them is going to sneak into the dragon's lair to look around, I usually think that's a bad idea, but it's allowed anyway. And as long as the players are having fun, that's what is important. As far as I'm concerned, that affords the players full agency, despite the inability to author sections of the world as they go. [/QUOTE]
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