Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 7374834" data-attributes="member: 29398"><p>The feather may still be useful, just less directly. Maybe it's in fact a key allowing access somewhere else to something needed to defeat a balrog. Hey, or maybe it summons a balrog if given the right command! <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>Or maybe it's an element of a completely different adventure or story, which the PCs can investigate and-or follow up on should they (and their players) so desire.</p><p></p><p>This one's fine with me - sure they knocked out Halika but they've no reason to think she'll stay unconscious all night, or that someone won't happen by and tend to her.</p><p></p><p>Applicable to both DM- and player-driven games.</p><p></p><p>Outright undo? Maybe not. Twist, mitigate, alter, or corrupt? Situationally dependent, but by no means a hard no. Just like getting wishes from a genie - you think you wished for this but you ended up with that; here it's you think you accomplished this but you in fact did that.</p><p></p><p>As a player, if I knew the answer I wouldn't be asking. I might very well know what I'd like the answer to be, but that's not the same thing.</p><p></p><p>You'll like this: in my current campaign the answer was yes!</p><p></p><p>A couple of players came up with the idea of having their two initial PCs - a Bard and a Cavalier who already knew each other - start the campaign by just rolling through the farm country bragging at every village about how rich they were gonna get adventuring in the mountains, in hopes that some other suckers - er, brave adventurers - could be persuaded to join them. The rest of the starting PCs joined in one or two at a time from different villages. (the Bard, as it turned out, was the only one of that initial group of 9 to survive that first adventure)</p><p></p><p>Yes, after I roll some dice to see if anything interesting <em>does</em> happen overnight.</p><p></p><p>A fight in the middle of a city and nobody else jumped in, either to break it up or to add to the mayhem?</p><p></p><p>Dull city. <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>Where I'd probably be rolling each day for some sort of random encounter; asking whether they divert to and-or stop at oases and-or villages seen en route or intentionally avoid them; and making sure I described each day's weather after rolling - relevant if the roll comes up high winds i.e. sandstorm. I'd also describe the landforms, particularly if there was any significant change e.g. the sand desert becomes a rock desert.</p><p></p><p>Depth. It takes time.</p><p></p><p>I'd say it's extremely relevant as soon as one group tries to send a message to the other, to determine how long that message might take to arrive. Even if I didn't bother telling the players, I'd still be keeping track of it in knowledge that it's highly likely to become relevant sooner or later.</p><p></p><p>The in-my-eyes awful risk you run here is that you could end up with unrealistic travel times and distances. Geography is important. Time is important. The two put together - which you're doing here - can become vitally important; and thus need to be carefully tracked.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7374834, member: 29398"] The feather may still be useful, just less directly. Maybe it's in fact a key allowing access somewhere else to something needed to defeat a balrog. Hey, or maybe it summons a balrog if given the right command! :) Or maybe it's an element of a completely different adventure or story, which the PCs can investigate and-or follow up on should they (and their players) so desire. This one's fine with me - sure they knocked out Halika but they've no reason to think she'll stay unconscious all night, or that someone won't happen by and tend to her. Applicable to both DM- and player-driven games. Outright undo? Maybe not. Twist, mitigate, alter, or corrupt? Situationally dependent, but by no means a hard no. Just like getting wishes from a genie - you think you wished for this but you ended up with that; here it's you think you accomplished this but you in fact did that. As a player, if I knew the answer I wouldn't be asking. I might very well know what I'd like the answer to be, but that's not the same thing. You'll like this: in my current campaign the answer was yes! A couple of players came up with the idea of having their two initial PCs - a Bard and a Cavalier who already knew each other - start the campaign by just rolling through the farm country bragging at every village about how rich they were gonna get adventuring in the mountains, in hopes that some other suckers - er, brave adventurers - could be persuaded to join them. The rest of the starting PCs joined in one or two at a time from different villages. (the Bard, as it turned out, was the only one of that initial group of 9 to survive that first adventure) Yes, after I roll some dice to see if anything interesting [I]does[/I] happen overnight. A fight in the middle of a city and nobody else jumped in, either to break it up or to add to the mayhem? Dull city. :) Where I'd probably be rolling each day for some sort of random encounter; asking whether they divert to and-or stop at oases and-or villages seen en route or intentionally avoid them; and making sure I described each day's weather after rolling - relevant if the roll comes up high winds i.e. sandstorm. I'd also describe the landforms, particularly if there was any significant change e.g. the sand desert becomes a rock desert. Depth. It takes time. I'd say it's extremely relevant as soon as one group tries to send a message to the other, to determine how long that message might take to arrive. Even if I didn't bother telling the players, I'd still be keeping track of it in knowledge that it's highly likely to become relevant sooner or later. The in-my-eyes awful risk you run here is that you could end up with unrealistic travel times and distances. Geography is important. Time is important. The two put together - which you're doing here - can become vitally important; and thus need to be carefully tracked. Lanefan [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top