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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7359725" data-attributes="member: 29398"><p>But what if the player wants to slow it down and make everything more granular; for example making each left-right choice at each intersection even if there's nothing there, rather than jumping straight to the 'action' without real opportunity to do anything else. This is what I mean when I refer to pacing; where more (or less) granular exploration and interaction with the game world means less (or more) overall story gets told or produced in a session.</p><p></p><p>I'm not sure what your take is on this, but from things pemerton has posted he seems quite concerned with maintaining a 'fast' pace, where lost of story gets told or produced each session (and thus the campaign as a whole is completed sooner); where I by contrast don't care about speed - it can all take as long as it wants to as long as people are having fun. There'll always be another session, and another after that...</p><p></p><p>This is quoted as posted - I think you were going to say more but it got lost somewhere?</p><p></p><p>Sometimes it feels more like comparing apples to motorboats. <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'd say it's more pace of events in the narrative. Pace of play at the table is another issue entirely.</p><p>Fine, but it'll seem like a constant barrage of attacks anyway if there's no chance for "downtime activities" between them. And this is what I'm getting at - if no attention is ever paid to downtime* then it might as well not exist.</p><p></p><p>* - on both the small (exploring empty passages, or PC-to-PC interactions while camped out) and large (what the PCs do during their three-week stopover in town between adventures) scale.</p><p></p><p>Here I agree, and would go a step further and say you don't always need to be flinging anything at them at all. Give them a chance to determine their own next course of action - that's a part of player agency too. <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>The poor-ness of the 4e and 5e resting rules aside, input into the in-game logistics is very important as a player; and is a part of the 'pacing' agency.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7359725, member: 29398"] But what if the player wants to slow it down and make everything more granular; for example making each left-right choice at each intersection even if there's nothing there, rather than jumping straight to the 'action' without real opportunity to do anything else. This is what I mean when I refer to pacing; where more (or less) granular exploration and interaction with the game world means less (or more) overall story gets told or produced in a session. I'm not sure what your take is on this, but from things pemerton has posted he seems quite concerned with maintaining a 'fast' pace, where lost of story gets told or produced each session (and thus the campaign as a whole is completed sooner); where I by contrast don't care about speed - it can all take as long as it wants to as long as people are having fun. There'll always be another session, and another after that... This is quoted as posted - I think you were going to say more but it got lost somewhere? Sometimes it feels more like comparing apples to motorboats. :) I'd say it's more pace of events in the narrative. Pace of play at the table is another issue entirely. Fine, but it'll seem like a constant barrage of attacks anyway if there's no chance for "downtime activities" between them. And this is what I'm getting at - if no attention is ever paid to downtime* then it might as well not exist. * - on both the small (exploring empty passages, or PC-to-PC interactions while camped out) and large (what the PCs do during their three-week stopover in town between adventures) scale. Here I agree, and would go a step further and say you don't always need to be flinging anything at them at all. Give them a chance to determine their own next course of action - that's a part of player agency too. :) The poor-ness of the 4e and 5e resting rules aside, input into the in-game logistics is very important as a player; and is a part of the 'pacing' agency. Lanefan [/QUOTE]
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