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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7387659" data-attributes="member: 29398"><p>Well, around here that sure ain't true. We track finances as closely as we track anything else (except encumbrance, we kinda gave up on that <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=":)" /> ) and after each adventure the accumulated and carefully recorded treasure is divided evenly among the party with magic items being treated as if they were their worth in coin (a major reason we have a magic item price list!). If someone just starts putting random numbers on their finance sheet that's cheating just as much as if they arbitrarily changed their hit points.</p><p></p><p>Not to the PCs on whose behalf we are tracking it. <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>Er...huh? 200 g.p. is 200 g.p.</p><p></p><p>As do I, but there's these annoying things called game mechanics we also have to deal with. My preferences certainly run toward less mechanics rather than more but I'll still admit there have to be some. Many of these are numbers which for the game to function have to be carefully tracked and recorded...and among these tracking money is among the least of the problems.</p><p></p><p>I seem to keep coming back to my assertion that the boring bits, while boring, are still an essential part of the game and shouldn't be ignored or handwaved. This includes long-distance travel during which things might happen. This includes tracking wealth and arrows and time and distance. This includes resting for three days in the wilderness because the party's all just been beat to ratpoop and need to recover.</p><p></p><p>Same level and type of essential as the bass player who only plays a repeating three note riff through the whole song - boring as hell for him but the song wouldn't be any good without his contribution.</p><p></p><p>Random sea monsters might not have been on that list but travel was, and if that travel takes 'em through sea monster territory there's a chance they're gonna find trouble...or trouble is gonna find them.</p><p></p><p>Oddly enough, I rarely use them for that purpose. <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=":)" /> In most of my dungeon-type adventures I've usually got the occupants accounted for, and few are "wandering". Some might be doing guard patrols or whatever, but even then I'll know thier routes etc.</p><p></p><p>What I do use wandering monsters for most often is situations just like this - a party is travelling through some potentially dangerous territory, let's see what finds them. So: wandering monsters, meet wandering party. <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>Makes sense - an event like that is a hook with a million potential sub-hooks and the players jumped at it.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7387659, member: 29398"] Well, around here that sure ain't true. We track finances as closely as we track anything else (except encumbrance, we kinda gave up on that :) ) and after each adventure the accumulated and carefully recorded treasure is divided evenly among the party with magic items being treated as if they were their worth in coin (a major reason we have a magic item price list!). If someone just starts putting random numbers on their finance sheet that's cheating just as much as if they arbitrarily changed their hit points. Not to the PCs on whose behalf we are tracking it. :) Er...huh? 200 g.p. is 200 g.p. As do I, but there's these annoying things called game mechanics we also have to deal with. My preferences certainly run toward less mechanics rather than more but I'll still admit there have to be some. Many of these are numbers which for the game to function have to be carefully tracked and recorded...and among these tracking money is among the least of the problems. I seem to keep coming back to my assertion that the boring bits, while boring, are still an essential part of the game and shouldn't be ignored or handwaved. This includes long-distance travel during which things might happen. This includes tracking wealth and arrows and time and distance. This includes resting for three days in the wilderness because the party's all just been beat to ratpoop and need to recover. Same level and type of essential as the bass player who only plays a repeating three note riff through the whole song - boring as hell for him but the song wouldn't be any good without his contribution. Random sea monsters might not have been on that list but travel was, and if that travel takes 'em through sea monster territory there's a chance they're gonna find trouble...or trouble is gonna find them. Oddly enough, I rarely use them for that purpose. :) In most of my dungeon-type adventures I've usually got the occupants accounted for, and few are "wandering". Some might be doing guard patrols or whatever, but even then I'll know thier routes etc. What I do use wandering monsters for most often is situations just like this - a party is travelling through some potentially dangerous territory, let's see what finds them. So: wandering monsters, meet wandering party. :) Makes sense - an event like that is a hook with a million potential sub-hooks and the players jumped at it. Lanefan [/QUOTE]
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