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What is *worldbuilding* for?
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<blockquote data-quote="tomBitonti" data-source="post: 7383610" data-attributes="member: 13107"><p>Most generally, I'm not seeing a big difference between those two examples (AD&D; Cortex+Heroic). AD&D will have encounter tables (generally a detail set during world building) which will be consulted. Cortex+Heroic putting in a transition scene feels to be about the same, in that a mechanic is used when changing locations. That is: Cortext+Heroic use a fact established during world building (the two cities are far apart) to decide that a transition scene is appropriate. I'm seeing "rolling on encounter table" and "insert a transition scene" as being very close.</p><p></p><p>That is: Both system have a measurement of distance (AD&D: Chance of encounter per distance traveled; Cortex+Heroic: Big enough to call for a transition scene) and a consequence of large enough distances.</p><p></p><p>In either case, the game style will dictate whether a quick transition is acceptable. I'm thinking this case doesn't really invoke agency, other than, perhaps the players *are* looking for trouble along the way, or need an amount of player downtime to train or craft or finish up side deals. When I have this sort of case, if an event free transition works, I'll ask the players if they are alright to shift ahead a week to the destination, and only do so if there are no objections. That gives room for player agency (Player 1: Sure, but can I get a first class room to myself so that I can unpack my portable lab and make some potions?) The objection that I heard about the transition was not about the transition per se, but rather, that the general transition was made and was alright (getting the players <em>close</em> to the Fire Giant's lair), then a transition from the general to the detail was made which was not alright (where the players <em>approached</em> the lair and were spotted). <strong>That</strong> second part is spot on a circumstance which will infuriate a lot of players.</p><p></p><p>Whether intermediate encounters <em>must</em> occur rather seems more a style issue. Maybe the story is reaching a climax point and the encounters would distract from the rising tension. Or maybe the players are short of experience and supplies, and the GM wants to bolster them before the next major challenge. Or maybe there haven't been any meaty fights in a while, and players want to simply lay into a thick fight. Or, maybe the Fire Giants have spies on the route, and the GM needs cover to potentially have the player's approach discovered, while at the same time making sure the players have the ability to notice and react to the spies. Having the players arrive at the Lair only to find out they were trailed by a spy along the way, but providing no opportunity to figure that out, would upset a lot of players.</p><p></p><p>Thx!</p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 7383610, member: 13107"] Most generally, I'm not seeing a big difference between those two examples (AD&D; Cortex+Heroic). AD&D will have encounter tables (generally a detail set during world building) which will be consulted. Cortex+Heroic putting in a transition scene feels to be about the same, in that a mechanic is used when changing locations. That is: Cortext+Heroic use a fact established during world building (the two cities are far apart) to decide that a transition scene is appropriate. I'm seeing "rolling on encounter table" and "insert a transition scene" as being very close. That is: Both system have a measurement of distance (AD&D: Chance of encounter per distance traveled; Cortex+Heroic: Big enough to call for a transition scene) and a consequence of large enough distances. In either case, the game style will dictate whether a quick transition is acceptable. I'm thinking this case doesn't really invoke agency, other than, perhaps the players *are* looking for trouble along the way, or need an amount of player downtime to train or craft or finish up side deals. When I have this sort of case, if an event free transition works, I'll ask the players if they are alright to shift ahead a week to the destination, and only do so if there are no objections. That gives room for player agency (Player 1: Sure, but can I get a first class room to myself so that I can unpack my portable lab and make some potions?) The objection that I heard about the transition was not about the transition per se, but rather, that the general transition was made and was alright (getting the players [i]close[/i] to the Fire Giant's lair), then a transition from the general to the detail was made which was not alright (where the players [i]approached[/i] the lair and were spotted). [b]That[/b] second part is spot on a circumstance which will infuriate a lot of players. Whether intermediate encounters [i]must[/i] occur rather seems more a style issue. Maybe the story is reaching a climax point and the encounters would distract from the rising tension. Or maybe the players are short of experience and supplies, and the GM wants to bolster them before the next major challenge. Or maybe there haven't been any meaty fights in a while, and players want to simply lay into a thick fight. Or, maybe the Fire Giants have spies on the route, and the GM needs cover to potentially have the player's approach discovered, while at the same time making sure the players have the ability to notice and react to the spies. Having the players arrive at the Lair only to find out they were trailed by a spy along the way, but providing no opportunity to figure that out, would upset a lot of players. Thx! TomB [/QUOTE]
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