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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7392210" data-attributes="member: 29398"><p>It's rarely if ever a problem for me, and I use the 'canonical' type you refer to just below. <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>It's very slightly under 33 10' cubes, actually - a bit less (I think) than 33000 cu ft. I didn't do the math on this, mind you; my first DM did - and as his math skills are beyond exemplary I've always just taken his word for 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>I've never met a DM who didn't consider these things, and at least in our games the players know it. In fact around here it's a running joke that if a MU asks "How high is the ceiling?" it means some random part of the neighbourhood (usually but not always the part that has the enemies in it; spells like this do require a roll for aim) is about to get fried.</p><p></p><p>Yeah, one more where we'll have to agree to disagree. <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>Every little bit helps.</p><p></p><p>Does game-world gravity work the same as real-world gravity? Default is yes. Ditto for a bunch of other things, unless specifically overridden by the DM as part of her - can you see this coming? - worldbuilding!</p><p></p><p>It's not always more accurate, but again - just because perfection is unachievable doesn't mean we should stop trying where and how we can. <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>But in a rulings-not-rules (e.g. 5e) or rules-as-guidelines (e.g. 1e) system it's not as clear-cut, and one can push things in a certain direction if desired.</p><p></p><p>Part of the DM's job since day 1 has been that of referee and rules enforcer, and that hasn't changed. Ever.</p><p></p><p>Or let the dice decide, modified by situational factors.</p><p></p><p>Here you have the advantage, as I've no real-world experience with archery at all and so I kind of have to do what the game tells me.</p><p></p><p>But in those areas where I do have some experience (e.g. boating) I'll let that experience guide my DMing, overriding the game rules if needed.</p><p></p><p>The research has been done since, however, and it's possible to come up with quite accurate price lists for (in game terms) mundane gear based on different eras and (European) places.</p><p></p><p>1e was gamist as written...but it's possible to steer it away from that via tweaks and approach, using the many little choice points I referred to earlier.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7392210, member: 29398"] It's rarely if ever a problem for me, and I use the 'canonical' type you refer to just below. :) It's very slightly under 33 10' cubes, actually - a bit less (I think) than 33000 cu ft. I didn't do the math on this, mind you; my first DM did - and as his math skills are beyond exemplary I've always just taken his word for it. :) I've never met a DM who didn't consider these things, and at least in our games the players know it. In fact around here it's a running joke that if a MU asks "How high is the ceiling?" it means some random part of the neighbourhood (usually but not always the part that has the enemies in it; spells like this do require a roll for aim) is about to get fried. Yeah, one more where we'll have to agree to disagree. :) Every little bit helps. Does game-world gravity work the same as real-world gravity? Default is yes. Ditto for a bunch of other things, unless specifically overridden by the DM as part of her - can you see this coming? - worldbuilding! It's not always more accurate, but again - just because perfection is unachievable doesn't mean we should stop trying where and how we can. :) But in a rulings-not-rules (e.g. 5e) or rules-as-guidelines (e.g. 1e) system it's not as clear-cut, and one can push things in a certain direction if desired. Part of the DM's job since day 1 has been that of referee and rules enforcer, and that hasn't changed. Ever. Or let the dice decide, modified by situational factors. Here you have the advantage, as I've no real-world experience with archery at all and so I kind of have to do what the game tells me. But in those areas where I do have some experience (e.g. boating) I'll let that experience guide my DMing, overriding the game rules if needed. The research has been done since, however, and it's possible to come up with quite accurate price lists for (in game terms) mundane gear based on different eras and (European) places. 1e was gamist as written...but it's possible to steer it away from that via tweaks and approach, using the many little choice points I referred to earlier. Lanefan [/QUOTE]
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