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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7388532" data-attributes="member: 82106"><p>Yeah, yet another chore in what is supposed to be fun. Its just far too easy to get it twisted up, and it has nothing to do with cheating! Half the time different people write stuff down at different times, in different places, nobody is 100% sure 3 weeks later exactly what was written where and which notes/scribbles on the margin of a character sheet, etc. are 'correct', etc. Its just not worth the trouble! I mean, basically, what we found was that we were quite capable, either by tracking it or by creating an abstract system, of knowing of the PCs were totally broke, had a few coins, enough cash to get by, plenty of cash, great loads of cash, or some gargantuan fortune. So why do the boring task of tracking actual numbers? </p><p></p><p></p><p>I'm pretty sure you know what my response is to anything claiming any sort of 'existence' or 'facts' about a made up world... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>No, we don't have to deal with them, not beyond what actually makes the game play the way we want it to! There's no requirement beyond that, its pure entertainment nothing is mandated. I frequently employ a system, PACE, which is 4 pages long and has 2 permanent numbers, and one resource pool per player (and one for the GM). That's it. No money, no tracking things, nothing. It works VERY VERY well for many types of games. It doesn't even use dice.</p><p></p><p></p><p>Yeah, but as with all the other times you have asserted this, you can only assert that you have this preference for tracking and handling lots of things. There's no inherent reason for that. When Gygax wrote all that stuff in the DMG about how you HAD to track time, etc. etc. etc. EVEN THEN my 16yr-old self chuckled and wondered what he was smoking. </p><p></p><p></p><p>Yeah, I think you can get all the same results without all the tedium and trouble. </p><p></p><p></p><p>Right, so when this journey starts, or gets to the ocean, there COULD be a scene where the PCs decide that getting to Tokyo faster/cheaper/whatever is worth some chance of sea monsters. That's a potential play for a GM in a Story Now type of game, particularly if there are players who have some interest in the subject. It will depend on the game, which is what I've maintained the whole time. You simply cannot make these blanket statements about what is important in an RPG.</p><p></p><p></p><p>Which is fine, if the party wants to wander around and explore and meet stuff. There's this forest in my campaign. It is a dangerous place. One of the PCs learned that his missing brother was probably held in this forest somewhere. The deal was that he could wander around in the forest looking for his brother, but he was going to run into trouble. Still, none of the trouble was RANDOM, I just made a list, and when he failed in the SC to find his brother, the next monster on the list showed up, wherever he was physically located at that time (I do have a map of this area, made in the 1980's, so I could actually guestimate what location he was in and describe it. This worked well, it was basically "Here are the stakes, take your chances." I am not sure I'd call it 'wandering' monsters, though it probably does something similar to what you did.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7388532, member: 82106"] Yeah, yet another chore in what is supposed to be fun. Its just far too easy to get it twisted up, and it has nothing to do with cheating! Half the time different people write stuff down at different times, in different places, nobody is 100% sure 3 weeks later exactly what was written where and which notes/scribbles on the margin of a character sheet, etc. are 'correct', etc. Its just not worth the trouble! I mean, basically, what we found was that we were quite capable, either by tracking it or by creating an abstract system, of knowing of the PCs were totally broke, had a few coins, enough cash to get by, plenty of cash, great loads of cash, or some gargantuan fortune. So why do the boring task of tracking actual numbers? I'm pretty sure you know what my response is to anything claiming any sort of 'existence' or 'facts' about a made up world... ;) No, we don't have to deal with them, not beyond what actually makes the game play the way we want it to! There's no requirement beyond that, its pure entertainment nothing is mandated. I frequently employ a system, PACE, which is 4 pages long and has 2 permanent numbers, and one resource pool per player (and one for the GM). That's it. No money, no tracking things, nothing. It works VERY VERY well for many types of games. It doesn't even use dice. Yeah, but as with all the other times you have asserted this, you can only assert that you have this preference for tracking and handling lots of things. There's no inherent reason for that. When Gygax wrote all that stuff in the DMG about how you HAD to track time, etc. etc. etc. EVEN THEN my 16yr-old self chuckled and wondered what he was smoking. Yeah, I think you can get all the same results without all the tedium and trouble. Right, so when this journey starts, or gets to the ocean, there COULD be a scene where the PCs decide that getting to Tokyo faster/cheaper/whatever is worth some chance of sea monsters. That's a potential play for a GM in a Story Now type of game, particularly if there are players who have some interest in the subject. It will depend on the game, which is what I've maintained the whole time. You simply cannot make these blanket statements about what is important in an RPG. Which is fine, if the party wants to wander around and explore and meet stuff. There's this forest in my campaign. It is a dangerous place. One of the PCs learned that his missing brother was probably held in this forest somewhere. The deal was that he could wander around in the forest looking for his brother, but he was going to run into trouble. Still, none of the trouble was RANDOM, I just made a list, and when he failed in the SC to find his brother, the next monster on the list showed up, wherever he was physically located at that time (I do have a map of this area, made in the 1980's, so I could actually guestimate what location he was in and describe it. This worked well, it was basically "Here are the stakes, take your chances." I am not sure I'd call it 'wandering' monsters, though it probably does something similar to what you did. [/QUOTE]
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