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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7385469" data-attributes="member: 42582"><p>No one is saying people don't have wealth. I'm saying that there is no wealth mechanic.</p><p></p><p>There are other ways to adjudicate the results of an attempt at theft than changing numbers on sheets under a "gp" heading.</p><p></p><p>Given that there is no "story path" in the games I run, there is no need to "serve notice" in the way you describe.</p><p></p><p>And I don't need to "inform the players" that there's "more to the world" by narrating irrelevant stuff either. I've never had any trouble conveying the scope of the world in my games when I've wanted to.</p><p></p><p>This assume we're playing a wargame or something similar. But otherwise there's no reason to spend time on this stuff if it's not interesting.</p><p></p><p>"You make your way through the Underdark for several arduous weeks before arriving at a lava-filled cavern that looks like the one the dwarves described to you. Every make a DC 20 Endurance check - if you fail, you're down a healing surge when you arrive."</p><p></p><p>That's enough to convey a dangerous and challenging journey through the Underdark, if it's not where the action is going to be.</p><p></p><p>I don't play RPGs to model (with incredibly weak models!) what might happen to random people travelling from Washingto to Tokyo.</p><p></p><p>And I can frame as many challenging scenes in Tokyo as I can in a voyage thereto. Which give the players just as much opportunity to play and advance their PCs.</p><p></p><p>Right. War Machine saving some car crash victims while flying back to DC from his fight with Titanium Man is just colour. We don't normallly need to spend time on it - if it matters at all, it can be narrated briefly in the course of framing the next scene.</p><p></p><p>Agreed.</p><p></p><p>I'll go further: it's not railroading to tell the players that their PCs have been spotted by sentries.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7385469, member: 42582"] No one is saying people don't have wealth. I'm saying that there is no wealth mechanic. There are other ways to adjudicate the results of an attempt at theft than changing numbers on sheets under a "gp" heading. Given that there is no "story path" in the games I run, there is no need to "serve notice" in the way you describe. And I don't need to "inform the players" that there's "more to the world" by narrating irrelevant stuff either. I've never had any trouble conveying the scope of the world in my games when I've wanted to. This assume we're playing a wargame or something similar. But otherwise there's no reason to spend time on this stuff if it's not interesting. "You make your way through the Underdark for several arduous weeks before arriving at a lava-filled cavern that looks like the one the dwarves described to you. Every make a DC 20 Endurance check - if you fail, you're down a healing surge when you arrive." That's enough to convey a dangerous and challenging journey through the Underdark, if it's not where the action is going to be. I don't play RPGs to model (with incredibly weak models!) what might happen to random people travelling from Washingto to Tokyo. And I can frame as many challenging scenes in Tokyo as I can in a voyage thereto. Which give the players just as much opportunity to play and advance their PCs. Right. War Machine saving some car crash victims while flying back to DC from his fight with Titanium Man is just colour. We don't normallly need to spend time on it - if it matters at all, it can be narrated briefly in the course of framing the next scene. Agreed. I'll go further: it's not railroading to tell the players that their PCs have been spotted by sentries. [/QUOTE]
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