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What is *worldbuilding* for?
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<blockquote data-quote="Maxperson" data-source="post: 7378065" data-attributes="member: 23751"><p>Do you really think that what the PCs search for and how they go about it doesn't affect the DC in DM facing games? Also, that still isn't the player setting the DC, so I'll assume from your answer, since you chose not to answer it directly, that players do not in fact set the DCs in your game.</p><p></p><p></p><p></p><p>You gave them no opportunity in your example. Here it is again.</p><p></p><p></p><p></p><p>You gave them no opportunity to tell you that they were stealthy in giant territory. You went from hard trek through the tunnels to being at the entrance and spotted with 0 time in-between. I on the other hand would have at LEAST(if I was going to fast forward the journey, depriving them of countless opportunities) told them that they were approaching giant territory. That way they could have a moment to actually tell me how they approach. </p><p></p><p>How far in advance do they have to tell you every move that they want to make? Do they have to give you contingencies for their moves?</p><p></p><p>Players:We follow the instructions of the dwarves. When we get close, we start being stealth to avoid being seen. If we're seen by a giant that can cast spells, we do A. If we're seen by a giant child, we do B. If we're seen by a giant patrol, we do C. If the giants have hell hounds, we do D. </p><p></p><p>How much do they have to tell you before they even leave on the journey? It appears if they don't spell everything out, you're just going to play their PCs and decide things on their behalf.</p><p></p><p></p><p></p><p>Stop looking down. I already told you that I described the flagstone floor to them and would let them know if the floor changed. This idea you have that I have to describe every individual flagstone of the dungeon is absolutely absurd. It's a deflection on your part from the argument.</p><p></p><p>Beyond that, the overwhelming difference is that I am not playing their PCs by not describing individual flagstones. You are playing their PCs by deciding that they just stroll brazenly up to the entrance of giant territory.</p><p></p><p></p><p></p><p>I don't know what you are talking about. These sentences do not in any way describe my game or what I have been saying.</p><p></p><p></p><p></p><p>No blocking is being done by nothing being at the bazaar. There are many other ways to achieve the goals.</p><p></p><p>Edit: removed some text that I did not respond to.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7378065, member: 23751"] Do you really think that what the PCs search for and how they go about it doesn't affect the DC in DM facing games? Also, that still isn't the player setting the DC, so I'll assume from your answer, since you chose not to answer it directly, that players do not in fact set the DCs in your game. You gave them no opportunity in your example. Here it is again. You gave them no opportunity to tell you that they were stealthy in giant territory. You went from hard trek through the tunnels to being at the entrance and spotted with 0 time in-between. I on the other hand would have at LEAST(if I was going to fast forward the journey, depriving them of countless opportunities) told them that they were approaching giant territory. That way they could have a moment to actually tell me how they approach. How far in advance do they have to tell you every move that they want to make? Do they have to give you contingencies for their moves? Players:We follow the instructions of the dwarves. When we get close, we start being stealth to avoid being seen. If we're seen by a giant that can cast spells, we do A. If we're seen by a giant child, we do B. If we're seen by a giant patrol, we do C. If the giants have hell hounds, we do D. How much do they have to tell you before they even leave on the journey? It appears if they don't spell everything out, you're just going to play their PCs and decide things on their behalf. Stop looking down. I already told you that I described the flagstone floor to them and would let them know if the floor changed. This idea you have that I have to describe every individual flagstone of the dungeon is absolutely absurd. It's a deflection on your part from the argument. Beyond that, the overwhelming difference is that I am not playing their PCs by not describing individual flagstones. You are playing their PCs by deciding that they just stroll brazenly up to the entrance of giant territory. I don't know what you are talking about. These sentences do not in any way describe my game or what I have been saying. No blocking is being done by nothing being at the bazaar. There are many other ways to achieve the goals. Edit: removed some text that I did not respond to. [/QUOTE]
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