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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7371809" data-attributes="member: 29398"><p>This may be something the players/PCs already know from prior information gathering or trial-and-error, or they may have to take steps to find out. Could be something as simple as making inquiries about local protocol.</p><p>As it should - no problem there.</p><p></p><p>Unless the players/PCs have contacts in town or are already familiar with the place the chances of them knowing that risk level is - and realistically should be - rather low in most cases. The town might have a reputation for lawfulness or danger, but beyond that? They won't know until they try...and maybe won't even fully know after that.</p><p></p><p>And the same is true with full-on dungeon-crawling - the players/PCs can mitigate some of the risks they're aware of but may never be fully aware of all of them - particularly if they avoid said risks by sheer ignorant luck, which happens. <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>From the player side it's largely the same, I find - gather what info you can and then decide what to do; there's just more info to sift through. From the DM side it's a LOT more work to do right, and to produce all the info the players might (or might not) ask for.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7371809, member: 29398"] This may be something the players/PCs already know from prior information gathering or trial-and-error, or they may have to take steps to find out. Could be something as simple as making inquiries about local protocol. As it should - no problem there. Unless the players/PCs have contacts in town or are already familiar with the place the chances of them knowing that risk level is - and realistically should be - rather low in most cases. The town might have a reputation for lawfulness or danger, but beyond that? They won't know until they try...and maybe won't even fully know after that. And the same is true with full-on dungeon-crawling - the players/PCs can mitigate some of the risks they're aware of but may never be fully aware of all of them - particularly if they avoid said risks by sheer ignorant luck, which happens. :) From the player side it's largely the same, I find - gather what info you can and then decide what to do; there's just more info to sift through. From the DM side it's a LOT more work to do right, and to produce all the info the players might (or might not) ask for. [/QUOTE]
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