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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7347778" data-attributes="member: 29398"><p>Gygax stated it this way and then proceeded to provide all kinds of perhaps-unintentional encouragement to play it a bit less than heroically.</p><p></p><p>Exhibit A: giving x.p. for treasure, thus encouraging looting and pillaging over heroism every time: advice our crew has gleefully followed for 35 years or more, even though we dumped the xp-for-gp rule in about year 2. <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=":)" /></p><p></p><p>I was specifically replying to your analysis that I quoted, which seemed to be restricted to only a couple of types of play and thus imply those were the only ones that mattered.</p><p></p><p>These (quoted) are a series of assumptions which may be true in some settings and games and people's points of view but not in others.</p><p></p><p>I've always seen PCs as adventurers; a step or two above the normal commoner but by no means unique: there's lots of other adventurers out there. There has to be, or else where do all the levelled villains come from, and where do all the higher-level people who train the PCs come from, not to mention all the replacement PCs you might need if you do a good job grinding the meat. <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=":)" /></p><p>See above. And if the charts show there's so few, that kinda clashes with the number of henches allowed by one's Charisma score (a high-Charisma character can have a dozen henches or more, if memory serves)</p><p></p><p>I think societal and legal pressures would tend to keep such people tightly under wraps in the real world.</p><p></p><p>That said, once the zombie apocalypse has come and gone and it's everyone for him/herself.... <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=":)" /></p><p></p><p>I think most players want to do both: start with one - the 'everyman', perhaps, or the novice at its class - and end up with the other: the special hero.</p><p>While it can be fun to play a special snowflake once in a while, always playing one gets boring fast; even more so if you've got a DM who gives the PCs plot protection so they just about can't die or have anything else really bad happen to them.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7347778, member: 29398"] Gygax stated it this way and then proceeded to provide all kinds of perhaps-unintentional encouragement to play it a bit less than heroically. Exhibit A: giving x.p. for treasure, thus encouraging looting and pillaging over heroism every time: advice our crew has gleefully followed for 35 years or more, even though we dumped the xp-for-gp rule in about year 2. :) I was specifically replying to your analysis that I quoted, which seemed to be restricted to only a couple of types of play and thus imply those were the only ones that mattered. These (quoted) are a series of assumptions which may be true in some settings and games and people's points of view but not in others. I've always seen PCs as adventurers; a step or two above the normal commoner but by no means unique: there's lots of other adventurers out there. There has to be, or else where do all the levelled villains come from, and where do all the higher-level people who train the PCs come from, not to mention all the replacement PCs you might need if you do a good job grinding the meat. :) See above. And if the charts show there's so few, that kinda clashes with the number of henches allowed by one's Charisma score (a high-Charisma character can have a dozen henches or more, if memory serves) I think societal and legal pressures would tend to keep such people tightly under wraps in the real world. That said, once the zombie apocalypse has come and gone and it's everyone for him/herself.... :) I think most players want to do both: start with one - the 'everyman', perhaps, or the novice at its class - and end up with the other: the special hero. While it can be fun to play a special snowflake once in a while, always playing one gets boring fast; even more so if you've got a DM who gives the PCs plot protection so they just about can't die or have anything else really bad happen to them. Lanefan [/QUOTE]
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