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What is *worldbuilding* for?
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<blockquote data-quote="Tony Vargas" data-source="post: 7380769" data-attributes="member: 996"><p>It could be a story. It could be a haunting coming-of-age story about a group of friends playing 1e D&D (it might even sell in the wake of Stranger Things). Or a gripping, real-life drama of a group of rivals playing 3.5 D&D as adults. Or a thoughtful comedy with a conscience about millennials playing 5e D&D. </p><p>It would at least be a realistic story.</p><p></p><p> I think the issue is that the system implies qualities of the world, so if the system seems silly, the world will seem silly. </p><p></p><p> "Ask, your DM." </p><p></p><p> I was used to the opposite: "...well the Thief only has a 25% chance, so clearly your chance should be worse..."</p><p></p><p> It's a reward for showing up, then. (Honestly, ever since 3.0, that's how leveling has felt, to me. Everyone's on the same exp table, everyone gets a share of the exp for the session. I've never actually had 'freeloader' players who contribute nothing and walk away with XP, but technically it could happen....)</p><p></p><p> Don't forget that the point of the power-ups are so you can take on bigger challenges to unlock better power ups.</p><p></p><p> Oh! Like Pendragon, sure. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> HeroQuest! GURPS (OK, maybe that was just my GM who made GURPS feel like endless exposition and no story.)</p><p></p><p> In 4e (which, I think was what this particular tangent was about), special equipment is more like a character-customization option, just like feats, powers &c, at least in so much as the DM honors the wish list. </p><p></p><p> Don't see it. Most 4e magic items struck me more as price-of-admission (oh, you're going to be Epic, now, better up your gear to +5, or you won't get invited to parties), and could fade into the background unless they did something cool for the character concept.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7380769, member: 996"] It could be a story. It could be a haunting coming-of-age story about a group of friends playing 1e D&D (it might even sell in the wake of Stranger Things). Or a gripping, real-life drama of a group of rivals playing 3.5 D&D as adults. Or a thoughtful comedy with a conscience about millennials playing 5e D&D. It would at least be a realistic story. I think the issue is that the system implies qualities of the world, so if the system seems silly, the world will seem silly. "Ask, your DM." I was used to the opposite: "...well the Thief only has a 25% chance, so clearly your chance should be worse..." It's a reward for showing up, then. (Honestly, ever since 3.0, that's how leveling has felt, to me. Everyone's on the same exp table, everyone gets a share of the exp for the session. I've never actually had 'freeloader' players who contribute nothing and walk away with XP, but technically it could happen....) Don't forget that the point of the power-ups are so you can take on bigger challenges to unlock better power ups. Oh! Like Pendragon, sure. ;) HeroQuest! GURPS (OK, maybe that was just my GM who made GURPS feel like endless exposition and no story.) In 4e (which, I think was what this particular tangent was about), special equipment is more like a character-customization option, just like feats, powers &c, at least in so much as the DM honors the wish list. Don't see it. Most 4e magic items struck me more as price-of-admission (oh, you're going to be Epic, now, better up your gear to +5, or you won't get invited to parties), and could fade into the background unless they did something cool for the character concept. [/QUOTE]
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