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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7397731" data-attributes="member: 42582"><p>I haven't played enough DW to know how important equipment lists are in that game, but my default assumption would be "not super-important".</p><p></p><p>In Cortex+ Heroic, for equipment to be worth noting on the sheet it has to be either:</p><p></p><p style="margin-left: 20px">(i) a power or power set (so Captain America has his Vibranium Alloy Shield power set; the berserker in my Cortex+ Heroic Fantasy game has his Melee Weapon power; the swordthane in my game has the Superhuman Durability power which reflects his drake-hide armour; all have the Gear limitation); or,</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(ii) a Specialty-based resource created by spending a plot point (eg this is how The Punisher, as statted up for the game, gets to use his Battlevan - its a Vehicle Expertise-based resource; and this is how the swordthane in my game gets to have a horse - it's a Riding Expertise-based resource); or,</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(iii) an Asset, resulting either from successful action resolution or granted as a "gift" by the GM for succeeding in a scene (eg the scout in my game, who ended the first "act" of the adventure by escaping the dungeon with the gold of the dark-elven kingdom, enjoyed a persistent d8 Bag of Gold asset for the whole of the second "act").</p><p></p><p>So if a player wants his/her PC to get a bonus/augment from using a rope to escape a situation, that would have to be established either as an Asset (which relies on the currently existing fiction) or a Resource (which can include "while back at base camp, I made sure to pack some rope). The details of the generation method would determine the rating of the rope.</p><p></p><p>But if a player just wants his/her PC to climb to the top of a cliff (say, to establish an Overview of the Terrain asset), and is using Outdoor Expertise to help with that, and in the course of narration includes a rope as part of it, that is fine and just part of the colour.</p><p></p><p>There is a very marked contrast here with Burning Wheel, which is super-obsessed with the equipment list (at least as much as AD&D I would say; maybe more, because losing or breaking equipment is a legitimate narration of a failure, which happens quite a bit, so there isn't necessarily the AD&D phenomenon of "growing out" of the need to maintain an accurate list once your reach 4th level or so).</p><p></p><p>4e is a bit confused in this respect because it <em>should be</em> more like Cortex+ Heroic, but it <em>presents itself</em> as more like Burning Wheel.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7397731, member: 42582"] I haven't played enough DW to know how important equipment lists are in that game, but my default assumption would be "not super-important". In Cortex+ Heroic, for equipment to be worth noting on the sheet it has to be either: [indent](i) a power or power set (so Captain America has his Vibranium Alloy Shield power set; the berserker in my Cortex+ Heroic Fantasy game has his Melee Weapon power; the swordthane in my game has the Superhuman Durability power which reflects his drake-hide armour; all have the Gear limitation); or, (ii) a Specialty-based resource created by spending a plot point (eg this is how The Punisher, as statted up for the game, gets to use his Battlevan - its a Vehicle Expertise-based resource; and this is how the swordthane in my game gets to have a horse - it's a Riding Expertise-based resource); or, (iii) an Asset, resulting either from successful action resolution or granted as a "gift" by the GM for succeeding in a scene (eg the scout in my game, who ended the first "act" of the adventure by escaping the dungeon with the gold of the dark-elven kingdom, enjoyed a persistent d8 Bag of Gold asset for the whole of the second "act").[/indent] So if a player wants his/her PC to get a bonus/augment from using a rope to escape a situation, that would have to be established either as an Asset (which relies on the currently existing fiction) or a Resource (which can include "while back at base camp, I made sure to pack some rope). The details of the generation method would determine the rating of the rope. But if a player just wants his/her PC to climb to the top of a cliff (say, to establish an Overview of the Terrain asset), and is using Outdoor Expertise to help with that, and in the course of narration includes a rope as part of it, that is fine and just part of the colour. There is a very marked contrast here with Burning Wheel, which is super-obsessed with the equipment list (at least as much as AD&D I would say; maybe more, because losing or breaking equipment is a legitimate narration of a failure, which happens quite a bit, so there isn't necessarily the AD&D phenomenon of "growing out" of the need to maintain an accurate list once your reach 4th level or so). 4e is a bit confused in this respect because it [I]should be[/I] more like Cortex+ Heroic, but it [I]presents itself[/I] as more like Burning Wheel. [/QUOTE]
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