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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7381112" data-attributes="member: 82106"><p>This reminds me of the great virtue of 4e in this regard. Its scaling is so transparent, that in effect there's nothing really from a gamist standpoint which matters about 'power ups'. Magic items and whatnot are just (as oft observed) elements of scaling for the sake of scaling (at least to a point, the nature of the fiction is cumulatively impacted, but its not in a classic D&D sense, where a fighter is COMPLETELY distinguished by the fact that he is a wielder of a +2 greatsword and carries a +1 shield and +1 plate armor). </p><p></p><p>The point being, the story aspect of these things becomes the only meaningful dimension on which they exist. Treasure falls in the same way, it just does not matter, except as the player wants it to matter. The game is free to be about anything, and these elements are free to become purely narrative support. </p><p></p><p>I like the way you tend to weave them into the story by taking their mechanics as inspiration (I guess often this is something your players do). It expands on page 42 in a way that synergizes with a lot of D&D loot tropes. Fun stuff!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7381112, member: 82106"] This reminds me of the great virtue of 4e in this regard. Its scaling is so transparent, that in effect there's nothing really from a gamist standpoint which matters about 'power ups'. Magic items and whatnot are just (as oft observed) elements of scaling for the sake of scaling (at least to a point, the nature of the fiction is cumulatively impacted, but its not in a classic D&D sense, where a fighter is COMPLETELY distinguished by the fact that he is a wielder of a +2 greatsword and carries a +1 shield and +1 plate armor). The point being, the story aspect of these things becomes the only meaningful dimension on which they exist. Treasure falls in the same way, it just does not matter, except as the player wants it to matter. The game is free to be about anything, and these elements are free to become purely narrative support. I like the way you tend to weave them into the story by taking their mechanics as inspiration (I guess often this is something your players do). It expands on page 42 in a way that synergizes with a lot of D&D loot tropes. Fun stuff! [/QUOTE]
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