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What is *worldbuilding* for?
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<blockquote data-quote="Ilbranteloth" data-source="post: 7405185" data-attributes="member: 6778044"><p>And I believe that to logically design a world, you have to account for such things. Regardless of how random many things seem, the staircases to nowhere were built for a reason. Logical doesn't mean ordered. But one of my pet peeves in books, movies, TV shows, etc. are the things that are done for convenience regardless of whether it makes sense at all. In some cases it's the entire premise, in other cases it's a lack of knowledge, or just not caring. </p><p></p><p>I'm not going to pretend that my world is better designed than anybody else's. But it's a world that largely makes sense to me, which makes it easier to sell it to the group. More importantly, that consideration and time spent does help with consistency which is very helpful in a game where everything happens in our imaginations, with each person's imagination being different.</p><p></p><p></p><p></p><p>No, I said it <em>seems</em> like you are insisting. So you can say it seems like your asserting. Since they are, in fact, synonyms I'm happy to go with whichever you prefer.</p><p></p><p></p><p></p><p></p><p>Of course you did. You decided that the situation warranted the possibility, and set a DC for it. It's not a question of whether you said yes, no, or yes...but. You still made the decision that there was in fact a possibility, and what the probability was. You let the dice make the final decision, but without you giving the go ahead, it wouldn't have happened. And you could have set the DC much higher, but again it wouldn't have happened.</p><p></p><p></p><p>That's no different than what I'm talking about. If I had placed a bowl in the room ahead of time, I could just say yes. If I didn't think about placing one, I could do exactly what you did.</p><p></p><p>The player succeeded on the check, and hence saw a bowl. I, the GM, did not make the decision about that.</p><p></p><p></p><p></p><p>Yes, but also that where it's most relevant - the experience of the players at the table - that the end result, the "product" is more important than the process to deliver that product. To you, the process seems to hold equal value. Which ultimately means that we'll have to agree to disagree here.</p><p></p><p></p><p></p><p>Drama is the story. The sum of the decisions, actions, events, reactions, and things that happen to and around the characters.</p><p></p><p>You've mentioned your cooking and campfire story before. To me it seems like something that doesn't really need to be addressed in the structure of the rules of the game. In the content of the fiction, yes, but again, I would put a lot of the onus on the player here. For example, a character in our campaign who loves cooking is trying new recipes on many of the monsters they kill. Setting out to gather whatever local ingredients they can forage, etc. That doesn't require a lot of input from me. Where I tend to come in is when NPCs are engaged in activities related to that, and recognizing that there is an interest in that. If they have a fetish about keeping the fire going, they'd make sure that not only is it well tended when they are awake, but that the others have supplies and proper instructions to keep the fire going. Such things would be clear in the actions that the PC is taking, and at times it would work its way into the campaign organically.</p><p></p><p>So yes, I'd engage, but because I'm reacting to the actions of the PC, not because a piece of paper in front of them says so. If they have a thing for cooking and fires listed on their character sheet, but it never comes up in their actions and interaction within the setting, then it's not something I'm going to press or focus on. Clearly it's not as important to them as their note states. An exception would be for a new player, who we're teaching to engage with their character. But I'd expect a character with those particular likes to, well, act like it. And when they're in town, they'll be talking with people that either share that, or provide ingredients, etc. And the party would comment on how they'd rather stay in the wilderness because they eat better than the lousy inn they've stopped at. It's just part of the flow of the game, it doesn't need to be tied to the rules, nor does it need to provide instructions to me about how to address it.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7405185, member: 6778044"] And I believe that to logically design a world, you have to account for such things. Regardless of how random many things seem, the staircases to nowhere were built for a reason. Logical doesn't mean ordered. But one of my pet peeves in books, movies, TV shows, etc. are the things that are done for convenience regardless of whether it makes sense at all. In some cases it's the entire premise, in other cases it's a lack of knowledge, or just not caring. I'm not going to pretend that my world is better designed than anybody else's. But it's a world that largely makes sense to me, which makes it easier to sell it to the group. More importantly, that consideration and time spent does help with consistency which is very helpful in a game where everything happens in our imaginations, with each person's imagination being different. No, I said it [I]seems[/I] like you are insisting. So you can say it seems like your asserting. Since they are, in fact, synonyms I'm happy to go with whichever you prefer. Of course you did. You decided that the situation warranted the possibility, and set a DC for it. It's not a question of whether you said yes, no, or yes...but. You still made the decision that there was in fact a possibility, and what the probability was. You let the dice make the final decision, but without you giving the go ahead, it wouldn't have happened. And you could have set the DC much higher, but again it wouldn't have happened. That's no different than what I'm talking about. If I had placed a bowl in the room ahead of time, I could just say yes. If I didn't think about placing one, I could do exactly what you did. The player succeeded on the check, and hence saw a bowl. I, the GM, did not make the decision about that. Yes, but also that where it's most relevant - the experience of the players at the table - that the end result, the "product" is more important than the process to deliver that product. To you, the process seems to hold equal value. Which ultimately means that we'll have to agree to disagree here. Drama is the story. The sum of the decisions, actions, events, reactions, and things that happen to and around the characters. You've mentioned your cooking and campfire story before. To me it seems like something that doesn't really need to be addressed in the structure of the rules of the game. In the content of the fiction, yes, but again, I would put a lot of the onus on the player here. For example, a character in our campaign who loves cooking is trying new recipes on many of the monsters they kill. Setting out to gather whatever local ingredients they can forage, etc. That doesn't require a lot of input from me. Where I tend to come in is when NPCs are engaged in activities related to that, and recognizing that there is an interest in that. If they have a fetish about keeping the fire going, they'd make sure that not only is it well tended when they are awake, but that the others have supplies and proper instructions to keep the fire going. Such things would be clear in the actions that the PC is taking, and at times it would work its way into the campaign organically. So yes, I'd engage, but because I'm reacting to the actions of the PC, not because a piece of paper in front of them says so. If they have a thing for cooking and fires listed on their character sheet, but it never comes up in their actions and interaction within the setting, then it's not something I'm going to press or focus on. Clearly it's not as important to them as their note states. An exception would be for a new player, who we're teaching to engage with their character. But I'd expect a character with those particular likes to, well, act like it. And when they're in town, they'll be talking with people that either share that, or provide ingredients, etc. And the party would comment on how they'd rather stay in the wilderness because they eat better than the lousy inn they've stopped at. It's just part of the flow of the game, it doesn't need to be tied to the rules, nor does it need to provide instructions to me about how to address it. [/QUOTE]
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