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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7383921" data-attributes="member: 82106"><p>Why is it 'a bit far', but the trip to the privy isn't? I don't understand... (really, I don't). If there's nothing expected to be particularly interesting happening in the 5 months it takes to get to Tokyo it is perfectly acceptable to simply narrate "you have a long, tedious, sometimes dangerous, and often uncomfortable trip to Tokyo" and be done with it. I'm not saying that HAS to be the right answer, but it is perfectly acceptable in a wide variety of games.</p><p></p><p></p><p>MANY RPGs have only abstract wealth systems, or maybe even no explicit wealth system at all. d6 Space (old d6 Star Wars basically) has an abstract wealth system. Characters have a number of dice which represent their 'wealth', and various classes of expenditures require checks of a given level in order to successfully buy something. Buying a pair of boots might be a difficulty 3 check, buying a small merchant type starship might be a difficulty 40 check. Some actions can also cause some depletion of wealth (like buying a starship probably will). There is also income in that system, which gives you an idea of your affordable ongoing expenses (starships have upkeep). There actually are cited credit cost values of things, so you can compare and use the numbers in fiction, but PCs don't normally track specific quantities of cash, unless it has a very specific function in a given story. </p><p></p><p></p><p></p><p>See, what bothers me about this as a technique is there's NO reference at all to what the particular scenario is about, any relation to player interests/agenda, stakes (IE does it matter how long the trip takes, narratively) etc. The only consideration is some empty notion that you have to serve some kind of non-existent requirement to present the PC's experience with no appreciable gaps at all. This is just not a genuine need in RPGs.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7383921, member: 82106"] Why is it 'a bit far', but the trip to the privy isn't? I don't understand... (really, I don't). If there's nothing expected to be particularly interesting happening in the 5 months it takes to get to Tokyo it is perfectly acceptable to simply narrate "you have a long, tedious, sometimes dangerous, and often uncomfortable trip to Tokyo" and be done with it. I'm not saying that HAS to be the right answer, but it is perfectly acceptable in a wide variety of games. MANY RPGs have only abstract wealth systems, or maybe even no explicit wealth system at all. d6 Space (old d6 Star Wars basically) has an abstract wealth system. Characters have a number of dice which represent their 'wealth', and various classes of expenditures require checks of a given level in order to successfully buy something. Buying a pair of boots might be a difficulty 3 check, buying a small merchant type starship might be a difficulty 40 check. Some actions can also cause some depletion of wealth (like buying a starship probably will). There is also income in that system, which gives you an idea of your affordable ongoing expenses (starships have upkeep). There actually are cited credit cost values of things, so you can compare and use the numbers in fiction, but PCs don't normally track specific quantities of cash, unless it has a very specific function in a given story. See, what bothers me about this as a technique is there's NO reference at all to what the particular scenario is about, any relation to player interests/agenda, stakes (IE does it matter how long the trip takes, narratively) etc. The only consideration is some empty notion that you have to serve some kind of non-existent requirement to present the PC's experience with no appreciable gaps at all. This is just not a genuine need in RPGs. [/QUOTE]
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