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What is *worldbuilding* for?
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<blockquote data-quote="Maxperson" data-source="post: 7377173" data-attributes="member: 23751"><p>I don't recall you telling me that the player set the DC for the feather. You were setting the chance. The player was just waiting to be told.</p><p></p><p></p><p></p><p>The DM is a player, too. He gets to author things as a playing member of the game.</p><p></p><p></p><p></p><p>It is a distraction, since it doesn't accurately represent the games we are describing.</p><p></p><p></p><p></p><p>That's not entirely true. When I describe an area am I deciding to mention the flag stone as part of the description? Yes. I am not deciding to mention an intersection, though. It's there and I have to let the players know about it regardless of what I wish, though I did author it. I'm also not deciding to mention the bazaar. The players forced that one on me when they decided to go to the bazaar to look around for something. Unless the town is too small to have a bazaar(in which case the players won't look for one), there's going to be one somewhere in the city. They are in effect authoring it by their request. I have no choice in the matter. </p><p></p><p>It's just that I'm choosing on the basis of the evinced dramatic needs of the PCs.</p><p></p><p></p><p></p><p>Intersections exist in any rational world. I wouldn't dream of depriving my players of their choice to decide which way to go by forcing them down the path of my choice. </p><p></p><p></p><p></p><p>I've already told them that they are walking on a flagstone floor. They know the flagstones exist, and can choose to study them, etc. as they wish. Once I've told them that the flagstones exist, I don't need to continue to tell them every step of the way. I DO need to let them know if things change, though, like if they hit an intersection, or if the flagstone floor smooths out into a passageway that is cave like.</p><p></p><p></p><p></p><p>They aren't real worlds with objective existence, waiting to be explored. They ARE rational(dare I say realistic) worlds with imaginary existence, waiting to be explored.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7377173, member: 23751"] I don't recall you telling me that the player set the DC for the feather. You were setting the chance. The player was just waiting to be told. The DM is a player, too. He gets to author things as a playing member of the game. It is a distraction, since it doesn't accurately represent the games we are describing. That's not entirely true. When I describe an area am I deciding to mention the flag stone as part of the description? Yes. I am not deciding to mention an intersection, though. It's there and I have to let the players know about it regardless of what I wish, though I did author it. I'm also not deciding to mention the bazaar. The players forced that one on me when they decided to go to the bazaar to look around for something. Unless the town is too small to have a bazaar(in which case the players won't look for one), there's going to be one somewhere in the city. They are in effect authoring it by their request. I have no choice in the matter. It's just that I'm choosing on the basis of the evinced dramatic needs of the PCs. Intersections exist in any rational world. I wouldn't dream of depriving my players of their choice to decide which way to go by forcing them down the path of my choice. I've already told them that they are walking on a flagstone floor. They know the flagstones exist, and can choose to study them, etc. as they wish. Once I've told them that the flagstones exist, I don't need to continue to tell them every step of the way. I DO need to let them know if things change, though, like if they hit an intersection, or if the flagstone floor smooths out into a passageway that is cave like. They aren't real worlds with objective existence, waiting to be explored. They ARE rational(dare I say realistic) worlds with imaginary existence, waiting to be explored. [/QUOTE]
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