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What is *worldbuilding* for?
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<blockquote data-quote="Maxperson" data-source="post: 7385563" data-attributes="member: 23751"><p>I wouldn't say automatically interesting, but it usually is. The problem you are having here seems to be that you think using mechanics = wargame. It doesn't. D&D minis was a wargame. Using combat mechanics in a combat or other mechanics to navigate a hazard(if even necessary, which sometimes it isn't) isn't wargaming.</p><p></p><p></p><p></p><p>You've described your game to us many times. None of those descriptions convey the same depth that our style accomplishes. Story now as a concept doesn't get there, either. I'm just going by what I've seen from you and those who play your style of game.</p><p></p><p></p><p></p><p>If I don't forget, I'll post it AGAIN tonight after I get home from work.</p><p></p><p></p><p>Depth of scope. You can convey size of the world with a narrative, but the depth of that scope isn't achieved unless the PCs can see it. Hence 7 vs. 2+2+2+1 = 7. Only in the latter 7 can you see the depth.</p><p></p><p></p><p></p><p>Yes, the depth of your game is linked to what has already been established. You build on things. That's a much more limited depth than is accomplished in our playstyle. We also have that sort of depth that builds on what came before during play, but we also have the depth that is added when the world actually moves outside of the PCs, creating a living, breathing world. Without the world moving outside of the PCs, it's not living, breathing at all. It's dead except when interacting with the PCs.</p><p></p><p></p><p></p><p>You say I'm making it up, then post showing that I'm not. Once they set off(without knowledge of the giants territory), you gave them no opportunity to decide how to approach once they gained that knowledge. You are requiring them to play, "Guess what the DM will do" in advance, and without proper knowledge. Either that or get screwed when you just waltz them past where they need to be to make that decision and up to the giants.</p><p></p><p></p><p></p><p>Where were the signs of patrols going by? Where did you stop and tell them that they were getting close to giant territory? Where did you give them the option not to play, "Guess the DM" and make an informed decision?</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7385563, member: 23751"] I wouldn't say automatically interesting, but it usually is. The problem you are having here seems to be that you think using mechanics = wargame. It doesn't. D&D minis was a wargame. Using combat mechanics in a combat or other mechanics to navigate a hazard(if even necessary, which sometimes it isn't) isn't wargaming. You've described your game to us many times. None of those descriptions convey the same depth that our style accomplishes. Story now as a concept doesn't get there, either. I'm just going by what I've seen from you and those who play your style of game. If I don't forget, I'll post it AGAIN tonight after I get home from work. Depth of scope. You can convey size of the world with a narrative, but the depth of that scope isn't achieved unless the PCs can see it. Hence 7 vs. 2+2+2+1 = 7. Only in the latter 7 can you see the depth. Yes, the depth of your game is linked to what has already been established. You build on things. That's a much more limited depth than is accomplished in our playstyle. We also have that sort of depth that builds on what came before during play, but we also have the depth that is added when the world actually moves outside of the PCs, creating a living, breathing world. Without the world moving outside of the PCs, it's not living, breathing at all. It's dead except when interacting with the PCs. You say I'm making it up, then post showing that I'm not. Once they set off(without knowledge of the giants territory), you gave them no opportunity to decide how to approach once they gained that knowledge. You are requiring them to play, "Guess what the DM will do" in advance, and without proper knowledge. Either that or get screwed when you just waltz them past where they need to be to make that decision and up to the giants. Where were the signs of patrols going by? Where did you stop and tell them that they were getting close to giant territory? Where did you give them the option not to play, "Guess the DM" and make an informed decision? [/QUOTE]
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