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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7388610" data-attributes="member: 29398"><p>I guess I look for a somewhat more robust form of tracking that notes and scribbles in the margin. <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>And IME getting it twisted up has a lot to do with cheating, because the twistings almost invariably end up in the PC's favour - sometimes massively so. (one instance: our DM got suspicious of one player's PC wealth and ran a quick audit - he added up the treasury shares the PC would have received over its career then compared the total to what was on the character sheet. The character sheet number was <strong>higher just in coin alone</strong>, never mind what had been spent in addition on magic items, gear, etc. along the way! Suffice to say that player wasn't in that game for much longer...)</p><p></p><p>In the game I play in our last couple of adventures have been pretty lucrative; yet one of my characters is nearly out of g.p. again because she's spent it all on magic items, spell acquisition, MU-guild dues, and other expenses. If I didn't track her wealth carefully I could easily have spent far more than she had available...which is unfair.</p><p></p><p>All that tells me is that you're not seeing any of this through the eyes of the PCs, to whom all of this is quite real.</p><p></p><p>Were it not for the goal of trying to make the game world a believable place I'd probably be on board with this train of thought. But requirement number one is that the game world be believable - or at least as believable as it can be, given the nature of fantasy - and that's what many of the game mechanics I've been referring to are in aid of.</p><p></p><p>Where I took that to be one of his truly solid bits of advice. Unfortunately he then himself goes on to overturn it when he says that each day between game sessions should also represent a day passing in the game world, which makes no in-game sense whatsoever! That's the bit which caused me to question his choice of recreational mind-benders. <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>Sure I can; when coming from the basis that having a sound, consistent game-world or setting in which to play is a foundational requirement of any RPG and without which at least one big aspect of an RPG - exploration - simply cannot work as intended. Despite what you and others have claimed here, I maintain you just can't make it all up on the fly and hope to remain forward- and backward-consistent for any length of time, for two reasons:</p><p></p><p>1. Nobody's memory is good enough to remember it all unless the campaign is just a few sessions long, and</p><p>2. There's so much risk of backward inconsistency (e.g. my example earlier of the Godswall) that it's pretty much inevitable that it will happen at some point in a big enough way as to invalidate something that happened earlier in play, which is unacceptable.</p><p></p><p>Had you rolled on the list for what he met instead of just taking the next one up you'd be very close to a wandering monster set-up. <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: 7388610, member: 29398"] I guess I look for a somewhat more robust form of tracking that notes and scribbles in the margin. :) And IME getting it twisted up has a lot to do with cheating, because the twistings almost invariably end up in the PC's favour - sometimes massively so. (one instance: our DM got suspicious of one player's PC wealth and ran a quick audit - he added up the treasury shares the PC would have received over its career then compared the total to what was on the character sheet. The character sheet number was [B]higher just in coin alone[/B], never mind what had been spent in addition on magic items, gear, etc. along the way! Suffice to say that player wasn't in that game for much longer...) In the game I play in our last couple of adventures have been pretty lucrative; yet one of my characters is nearly out of g.p. again because she's spent it all on magic items, spell acquisition, MU-guild dues, and other expenses. If I didn't track her wealth carefully I could easily have spent far more than she had available...which is unfair. All that tells me is that you're not seeing any of this through the eyes of the PCs, to whom all of this is quite real. Were it not for the goal of trying to make the game world a believable place I'd probably be on board with this train of thought. But requirement number one is that the game world be believable - or at least as believable as it can be, given the nature of fantasy - and that's what many of the game mechanics I've been referring to are in aid of. Where I took that to be one of his truly solid bits of advice. Unfortunately he then himself goes on to overturn it when he says that each day between game sessions should also represent a day passing in the game world, which makes no in-game sense whatsoever! That's the bit which caused me to question his choice of recreational mind-benders. :) Sure I can; when coming from the basis that having a sound, consistent game-world or setting in which to play is a foundational requirement of any RPG and without which at least one big aspect of an RPG - exploration - simply cannot work as intended. Despite what you and others have claimed here, I maintain you just can't make it all up on the fly and hope to remain forward- and backward-consistent for any length of time, for two reasons: 1. Nobody's memory is good enough to remember it all unless the campaign is just a few sessions long, and 2. There's so much risk of backward inconsistency (e.g. my example earlier of the Godswall) that it's pretty much inevitable that it will happen at some point in a big enough way as to invalidate something that happened earlier in play, which is unacceptable. Had you rolled on the list for what he met instead of just taking the next one up you'd be very close to a wandering monster set-up. :) Lanefan [/QUOTE]
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