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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7373509" data-attributes="member: 42582"><p>[MENTION=82106]AbdulAlhazred[/MENTION], what you say in reply to [MENTION=29398]Lanefan[/MENTION] about player agency and the addressing of dramatic needs is good stuff.</p><p></p><p>An actual play example: in my BW game, two of the PCs drugged Halika to stop her going to Jabal's tower to assassinate Joachim, the demon-possessed brother. Those PCs then tried, themselves, to get to Jabal's tower, and for some reason decided to sneak via the catacombs. As a result they got lost in the catacombs, and so Halika woke from her stupor and was able to beat them to the tower.</p><p></p><p>In mechanical terms, the consequence of the failed check to navigate through the catacombs was that Halika was now able to race them to the tower. The race was resolved as opposed Speed checks. Halika won, and decapitated Joachim.</p><p></p><p>Another couple of actual play examples:</p><p></p><p>In my BW game, Hardby plays the same role as "the city" would in your Noir game. It has docks, it has catacombs, it has a sorcerous cabal, it has taverns (both rich ones and dives), it has a cathedral, it has bazaars, etc. These come to life as needed in play.</p><p></p><p>In my Traveller game, the PCs spent a couple of sessions on Byron, a world with no fluids, a corrosive atmosphere, and a domed city - Byron - with a tech level unable to sustain itself and a high law level. This world needed - and play delivered up - officials, police and security forces, the dome (obviously), medics (as it turned out, given there is a bioweapons conspiracy), a tavern ("The Offworlder") where the PCs could recruit a grizzled ATV driver, etc.</p><p></p><p>I just don't feel this conjectured "lack of depth" in my games.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7373509, member: 42582"] [MENTION=82106]AbdulAlhazred[/MENTION], what you say in reply to [MENTION=29398]Lanefan[/MENTION] about player agency and the addressing of dramatic needs is good stuff. An actual play example: in my BW game, two of the PCs drugged Halika to stop her going to Jabal's tower to assassinate Joachim, the demon-possessed brother. Those PCs then tried, themselves, to get to Jabal's tower, and for some reason decided to sneak via the catacombs. As a result they got lost in the catacombs, and so Halika woke from her stupor and was able to beat them to the tower. In mechanical terms, the consequence of the failed check to navigate through the catacombs was that Halika was now able to race them to the tower. The race was resolved as opposed Speed checks. Halika won, and decapitated Joachim. Another couple of actual play examples: In my BW game, Hardby plays the same role as "the city" would in your Noir game. It has docks, it has catacombs, it has a sorcerous cabal, it has taverns (both rich ones and dives), it has a cathedral, it has bazaars, etc. These come to life as needed in play. In my Traveller game, the PCs spent a couple of sessions on Byron, a world with no fluids, a corrosive atmosphere, and a domed city - Byron - with a tech level unable to sustain itself and a high law level. This world needed - and play delivered up - officials, police and security forces, the dome (obviously), medics (as it turned out, given there is a bioweapons conspiracy), a tavern ("The Offworlder") where the PCs could recruit a grizzled ATV driver, etc. I just don't feel this conjectured "lack of depth" in my games. [/QUOTE]
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