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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7386429" data-attributes="member: 29398"><p>And now for the other bits...</p><p>In order: not unless needed, no, if someone wanted to roll for this for a PC then no problem; then no, no but it probably should, and no.</p><p></p><p>And none of these are as important - by a huge factor - as tracking wealth.</p><p></p><p>So in the vikings game they don't know how much coin they have? (and it's not a "special mechanic", it's simple recording money in vs. money out) Now don't get me wrong - I dislike economics etc. probably more than the next guy, but even then I want to know how much wealth my PC has at any given time...and I also want to know what's out there for me to spend it on.</p><p></p><p> "Irrelevant" social interaction e.g. with a friendly gate guard is great to RP through but is very unlikely to generate any quantifyable mechanical change to the party. It might change their views or their level of knowledge or whatever, but nothing quantifyable.</p><p></p><p>"Irrelevant" combat with a sea monster in the Pacific has all kinds of opportunity to generate mechanical change to the party: Falstaff drops his magic sword overboard, Gwenivere gets hauled off the ship and drowns (and her body is never found), and Halfred's spellbook gets soaked and some of the spells in it are ruined.</p><p></p><p>That sort of focus was inherent from day 1 - wandering monsters.</p><p></p><p>This is my point, though: just because the players want to go where the giants are doesn't mean the game world should just let them, particularly when the intervening risks are already known and even still when they are not.</p><p></p><p>If the players want to go to the giants they will almost certainly get there at some point. But neither they nor I will know how much time (both fictional and real) it'll take until we play it out.</p><p></p><p>For whatever party I'm running I would know these things, but it wouldn't get to this point as I'd have played out the dangerous bits in full. But even if I didn't I could factor their abilities in if it came to a shorthand determination of what changes may have occurred during the trip.</p><p></p><p>Being down a healing surge is trivial - a good night's rest and you're set to rock.</p><p></p><p>My main assumptions are: </p><p></p><p>- any game set in what could be a real-world setting with magic added on will at least try to maintain some form of general realism where and how it can;</p><p>- where maintaining this realism takes time (e.g. playing out the risky bits of a long journey) that time will be taken;</p><p>- that I have control over my character and its resources (e.g. I know how much money it has!)</p><p>- that real-world time is not a limiting factor</p><p></p><p>Cool. This is the sort of thing I was asking about.</p><p></p><p>The Sorcerer-King of Tyr just died? That's not a hook, it's a trawling net! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7386429, member: 29398"] And now for the other bits... In order: not unless needed, no, if someone wanted to roll for this for a PC then no problem; then no, no but it probably should, and no. And none of these are as important - by a huge factor - as tracking wealth. So in the vikings game they don't know how much coin they have? (and it's not a "special mechanic", it's simple recording money in vs. money out) Now don't get me wrong - I dislike economics etc. probably more than the next guy, but even then I want to know how much wealth my PC has at any given time...and I also want to know what's out there for me to spend it on. "Irrelevant" social interaction e.g. with a friendly gate guard is great to RP through but is very unlikely to generate any quantifyable mechanical change to the party. It might change their views or their level of knowledge or whatever, but nothing quantifyable. "Irrelevant" combat with a sea monster in the Pacific has all kinds of opportunity to generate mechanical change to the party: Falstaff drops his magic sword overboard, Gwenivere gets hauled off the ship and drowns (and her body is never found), and Halfred's spellbook gets soaked and some of the spells in it are ruined. That sort of focus was inherent from day 1 - wandering monsters. This is my point, though: just because the players want to go where the giants are doesn't mean the game world should just let them, particularly when the intervening risks are already known and even still when they are not. If the players want to go to the giants they will almost certainly get there at some point. But neither they nor I will know how much time (both fictional and real) it'll take until we play it out. For whatever party I'm running I would know these things, but it wouldn't get to this point as I'd have played out the dangerous bits in full. But even if I didn't I could factor their abilities in if it came to a shorthand determination of what changes may have occurred during the trip. Being down a healing surge is trivial - a good night's rest and you're set to rock. My main assumptions are: - any game set in what could be a real-world setting with magic added on will at least try to maintain some form of general realism where and how it can; - where maintaining this realism takes time (e.g. playing out the risky bits of a long journey) that time will be taken; - that I have control over my character and its resources (e.g. I know how much money it has!) - that real-world time is not a limiting factor Cool. This is the sort of thing I was asking about. The Sorcerer-King of Tyr just died? That's not a hook, it's a trawling net! :) Lanefan [/QUOTE]
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