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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7394214" data-attributes="member: 29398"><p>I much prefer the high risk high reward model. Without it I'd really have to tone down the amount of magic items the PCs can find, and where's the fun in 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=":)" /></p><p></p><p>I do everything in feet - none of this squares business - and so movement rates are independent of square size. If I was ever to run 4e (perish the thought!) I'd still convert everything to feet - it's just easier to work with.</p><p></p><p>One thing about 3e-forward going to 5' squares - counting those squares on a map of a large room can be a [female dog]. And they never put the room size in the write-up!</p><p></p><p>Ditto, particularly as I've supplanted all the original 1e tables with my own. Never did 2e, though I have (or had) the books.</p><p></p><p>I prefer modules that are set up such that even the smart ones will probably miss some of the treasure...and you know it's really been done well if what's missed is different each time on repeated run-throughs.</p><p></p><p>Situationally dependent; and if the PCs have reason to know the map already (e.g. it's an outdoor setting and they've the ability to pre-scout from the air) then no problem.</p><p></p><p>Other than cases like that, I'm always playing to find out what the map looks like - that's the exploration side of the game. <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 don't at all believe that every choice has to be fraught, or dramatic, or that it has to speak to something important about a character. But I do believe that the unfraught and undramatic ones still need the opportunity to be made rather than ignored, and that even when there is drama and fraughtness* it doesn't have to be apparent right then; it can always come to light later.</p><p></p><p>* - there's yer new word for the day, you're welcome. <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: 7394214, member: 29398"] I much prefer the high risk high reward model. Without it I'd really have to tone down the amount of magic items the PCs can find, and where's the fun in that? :) I do everything in feet - none of this squares business - and so movement rates are independent of square size. If I was ever to run 4e (perish the thought!) I'd still convert everything to feet - it's just easier to work with. One thing about 3e-forward going to 5' squares - counting those squares on a map of a large room can be a [female dog]. And they never put the room size in the write-up! Ditto, particularly as I've supplanted all the original 1e tables with my own. Never did 2e, though I have (or had) the books. I prefer modules that are set up such that even the smart ones will probably miss some of the treasure...and you know it's really been done well if what's missed is different each time on repeated run-throughs. Situationally dependent; and if the PCs have reason to know the map already (e.g. it's an outdoor setting and they've the ability to pre-scout from the air) then no problem. Other than cases like that, I'm always playing to find out what the map looks like - that's the exploration side of the game. :) I don't at all believe that every choice has to be fraught, or dramatic, or that it has to speak to something important about a character. But I do believe that the unfraught and undramatic ones still need the opportunity to be made rather than ignored, and that even when there is drama and fraughtness* it doesn't have to be apparent right then; it can always come to light later. * - there's yer new word for the day, you're welcome. :) Lanefan [/QUOTE]
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