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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7387557" data-attributes="member: 82106"><p>Rich, or poor, enough to possibly be a motivation to adventure, if that's stated as one of the character's needs is money (he is desirous of such). Otherwise I have little desire to muck around with making the players delay the whole thing so they can what? Pick some pockets for a few extra gold? I mean, feasibly (though I think its a bit thin and I can come up with better) you could use this as an option in some sort of time-constrained situation where the PCs have to gather resources so they can launch their expedition before plot consequence #12 kicks in. In any case, a wealth check can work just as well as arithmetic here "make a check, ok, you passed, you've got enough gold in your purse to pay the porters for several weeks of travel. You know this SHOULD be enough time to get to the Lost City."</p><p></p><p></p><p>Realism, in a literal sense of mechanics which are a simulation of some real-world processes, is NOT the same thing as verisimilitude. The later is actually notoriously hard to define and more of a 'you know it when you see it' thing. </p><p></p><p></p><p>Like all other parts of Story Now, genre logic and fictional positioning are always significant factors.</p><p></p><p></p><p>And how many times have the 10th level PCs in your game thought this, and then pulled out the spike they bought at level 1 and wrote on their sheet? It happened quite a bit in my game, but nobody ever really bothered to track how realistic it was that those spikes stayed in the pack for 15 months of high action adventuring! Nor am I so compulsive in my desire to record-keep that I'm going to catch the dozen instances where they might be lost and make all the players check for it, or record exactly how many the elf has expended over that time. My solution? Dice for it. If you're wise and experienced you probably kept up your supplies, but not every character is...</p><p></p><p></p><p>Yeah, this kind of thing was pretty close to the first casualty of AD&D play in my group. Nobody wanted the tedium and sheer compulsive rulishness of demanding item saving throws and such at every turn. UGH! </p><p></p><p></p><p>Seriously? You know more than NOAA does about these things? humbug!</p><p></p><p></p><p></p><p>This is pure theorycrafting silliness. Nobody knows that much about climate and weather, NOBODY. Nobody that I have ever played with or even HEARD OF is so crazy as to try to question some long past adventure on the basis of their made-up interpretation of the weather consequences of some invented geography. </p><p></p><p>I mean, sure, some player could call you on how your streets don't line up in the town, but my answer would be "Oh, yeah, that's very interesting! Now, does your character spend the next 3 days figuring it out? Yes? OK, roll a Streetwise check. You succeeded? OK, what did you discover?"</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7387557, member: 82106"] Rich, or poor, enough to possibly be a motivation to adventure, if that's stated as one of the character's needs is money (he is desirous of such). Otherwise I have little desire to muck around with making the players delay the whole thing so they can what? Pick some pockets for a few extra gold? I mean, feasibly (though I think its a bit thin and I can come up with better) you could use this as an option in some sort of time-constrained situation where the PCs have to gather resources so they can launch their expedition before plot consequence #12 kicks in. In any case, a wealth check can work just as well as arithmetic here "make a check, ok, you passed, you've got enough gold in your purse to pay the porters for several weeks of travel. You know this SHOULD be enough time to get to the Lost City." Realism, in a literal sense of mechanics which are a simulation of some real-world processes, is NOT the same thing as verisimilitude. The later is actually notoriously hard to define and more of a 'you know it when you see it' thing. Like all other parts of Story Now, genre logic and fictional positioning are always significant factors. And how many times have the 10th level PCs in your game thought this, and then pulled out the spike they bought at level 1 and wrote on their sheet? It happened quite a bit in my game, but nobody ever really bothered to track how realistic it was that those spikes stayed in the pack for 15 months of high action adventuring! Nor am I so compulsive in my desire to record-keep that I'm going to catch the dozen instances where they might be lost and make all the players check for it, or record exactly how many the elf has expended over that time. My solution? Dice for it. If you're wise and experienced you probably kept up your supplies, but not every character is... Yeah, this kind of thing was pretty close to the first casualty of AD&D play in my group. Nobody wanted the tedium and sheer compulsive rulishness of demanding item saving throws and such at every turn. UGH! Seriously? You know more than NOAA does about these things? humbug! This is pure theorycrafting silliness. Nobody knows that much about climate and weather, NOBODY. Nobody that I have ever played with or even HEARD OF is so crazy as to try to question some long past adventure on the basis of their made-up interpretation of the weather consequences of some invented geography. I mean, sure, some player could call you on how your streets don't line up in the town, but my answer would be "Oh, yeah, that's very interesting! Now, does your character spend the next 3 days figuring it out? Yes? OK, roll a Streetwise check. You succeeded? OK, what did you discover?" [/QUOTE]
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