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What is *worldbuilding* for?
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<blockquote data-quote="Emerikol" data-source="post: 7384659" data-attributes="member: 6698278"><p><em></em></p><p><em></em></p><p><em>Just because someone sets a chess board on the table, doesn't mean you don't have the agency of moving the pieces. I think the big gap here between our styles is that you assume a lot is getting made up on the spot and it's either the DM controlling whats made up on the spot or the PC's.</em></p><p><em></em></p><p><em>The world is built. Mostly ahead of time. If a player asks about something here is the process I would go through.</em></p><p><em></em></p><p><em>1. Is it obviously something that exists. My map shows a building with a window. So no further need to check anything.</em></p><p><em></em></p><p><em>2. Is it something that likely exists if any sort of effort is put out. Like finding a stone on the side of a road. If there is no pressure then I just say yes. If there is pressure, then I examine the designed world's notes and I make an educated guess at what the probability is that a stone is right there and I roll. </em></p><p><em></em></p><p><em>3. Suppose they need information about some magic item they found. Is it rare? Is it common? The design of my world will dictate those things. So again I roll a die in most cases based on the probability that someone in this village knows that information. Of course, if I already know that a powerful archmage lives in the village perhaps I roll and then just say yes regardless. </em></p><p><em></em></p><p><em>4. On the other hand, there are times when I know with certainty that the answer is no. This is somewhat rare and mostly revolves around well defined features. </em></p><p><em></em></p><p><em>5. For NPC's that I've bothered to detail out very well, I will know how easily they are bribed or not and I will roll a die to see if they succeed in their bribe attempt. In other cases, suppose it's a guard that I haven't detailed that well. Then I will probably base it upon how well I believe guards in general in this area are corruptible. I definitely have the locale detailed out enough to make a very educated guess.</em></p><p><em></em></p><p><em>You see I am merely a moderator. The world is created. Yes there is a limit. I'm not God. But I can make reasonable assumptions based on what I do know. The closer to the center of the sandbox someone is the more likely I am to know the exact details. If it's about some far off Kingdom, and the question is very specific, then I may have to roll a dice.</em></p><p><em></em></p><p><em>My players though enjoy knowing that the world mostly exists. I'm not making it up nor are they but rather they feel they are actually in a living breathing world. As DM, I work hard to foster that feeling. Why? Because that is fun. </em></p><p><em></em></p><p><em>I am not big on Player fostered world matter that is not closely related to their character. If they want to define something about their background or they want to detail out an organization they are building up or something, they will meet with me and mostly it will go. I can reject something though if it clashes with the world. The players wouldn't have it any other way. They want the world to be consistent and with a high degree of verisimilitude.</em></p></blockquote><p></p>
[QUOTE="Emerikol, post: 7384659, member: 6698278"] [I] Just because someone sets a chess board on the table, doesn't mean you don't have the agency of moving the pieces. I think the big gap here between our styles is that you assume a lot is getting made up on the spot and it's either the DM controlling whats made up on the spot or the PC's. The world is built. Mostly ahead of time. If a player asks about something here is the process I would go through. 1. Is it obviously something that exists. My map shows a building with a window. So no further need to check anything. 2. Is it something that likely exists if any sort of effort is put out. Like finding a stone on the side of a road. If there is no pressure then I just say yes. If there is pressure, then I examine the designed world's notes and I make an educated guess at what the probability is that a stone is right there and I roll. 3. Suppose they need information about some magic item they found. Is it rare? Is it common? The design of my world will dictate those things. So again I roll a die in most cases based on the probability that someone in this village knows that information. Of course, if I already know that a powerful archmage lives in the village perhaps I roll and then just say yes regardless. 4. On the other hand, there are times when I know with certainty that the answer is no. This is somewhat rare and mostly revolves around well defined features. 5. For NPC's that I've bothered to detail out very well, I will know how easily they are bribed or not and I will roll a die to see if they succeed in their bribe attempt. In other cases, suppose it's a guard that I haven't detailed that well. Then I will probably base it upon how well I believe guards in general in this area are corruptible. I definitely have the locale detailed out enough to make a very educated guess. You see I am merely a moderator. The world is created. Yes there is a limit. I'm not God. But I can make reasonable assumptions based on what I do know. The closer to the center of the sandbox someone is the more likely I am to know the exact details. If it's about some far off Kingdom, and the question is very specific, then I may have to roll a dice. My players though enjoy knowing that the world mostly exists. I'm not making it up nor are they but rather they feel they are actually in a living breathing world. As DM, I work hard to foster that feeling. Why? Because that is fun. I am not big on Player fostered world matter that is not closely related to their character. If they want to define something about their background or they want to detail out an organization they are building up or something, they will meet with me and mostly it will go. I can reject something though if it clashes with the world. The players wouldn't have it any other way. They want the world to be consistent and with a high degree of verisimilitude.[/i] [/QUOTE]
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