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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7409845" data-attributes="member: 82106"><p>Well, many narrative focus games determine difficulty more by dramatic salience, or set it at milieu determined values. 4e for example, DCs are mostly determined by the level of the environment the PCs are in, and that is usually assumed to be roughly at the level of the party, unless the players deliberately venture into deeper waters or paddle around in the shallow end of things. PACE provides the GM with a specific budget from which to generate difficulty levels, effectively. There is also a slush fund in that game to allow for 'raises'. Players likewise have a budget of points to spend on increased chances of success, the GM has no specific say in how hard tasks are as a general principle.</p><p></p><p>I believe similar mechanics are in effect in other games. Cortex+ Heroic has specific budgets for instance, and a Doom Pool. </p><p></p><p>Clearly GMs have some sort of input into difficulty in a general sense, they usually present options that are more or less difficult. Usually in narrativist play the players decide what stakes to wager, with greater rewards requiring greater risks.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7409845, member: 82106"] Well, many narrative focus games determine difficulty more by dramatic salience, or set it at milieu determined values. 4e for example, DCs are mostly determined by the level of the environment the PCs are in, and that is usually assumed to be roughly at the level of the party, unless the players deliberately venture into deeper waters or paddle around in the shallow end of things. PACE provides the GM with a specific budget from which to generate difficulty levels, effectively. There is also a slush fund in that game to allow for 'raises'. Players likewise have a budget of points to spend on increased chances of success, the GM has no specific say in how hard tasks are as a general principle. I believe similar mechanics are in effect in other games. Cortex+ Heroic has specific budgets for instance, and a Doom Pool. Clearly GMs have some sort of input into difficulty in a general sense, they usually present options that are more or less difficult. Usually in narrativist play the players decide what stakes to wager, with greater rewards requiring greater risks. [/QUOTE]
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