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<blockquote data-quote="I'm A Banana" data-source="post: 4701214" data-attributes="member: 2067"><p>Here's the thing:</p><p></p><p>Creating a world to fit the characters [because a PC is a dragonborn, dragonborn are important to the world]</p><p></p><p>Creating a world to fit the players [because one player likes dragonborn, dragonborn are important to the world, even if none of the characters are.]</p><p></p><p>Creating a game to fit the characters [because one PC is a dragonborn, the dragonborn are central in the sessions you have]</p><p></p><p>Creating a game to fit the players [because one player likes dragonborn, the dragonborn in the sessions you have, even if none of the PC's are dragonborn]</p><p></p><p>Replace "dragonborn" with any game element. </p><p></p><p>Generally, creating a game to fit the players is a positive thing: because your sessions mostly involve things that your players are interested in. </p><p></p><p>Creating a world to fit the players breaks the suspension of disbelief a little harder. It doesn't matter if dragonborn are important in the world, really -- just if they're important to the game. </p><p></p><p>Creating a game to fit the characters is what 3e relied on. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> It means that if your characters have skills, you challenge those skills with what they face.</p><p></p><p>Creating a world to fit the characters is narm-worthy often. Because your characters are level X, all challenges are level X? Really?</p><p></p><p>They didn't engineer their world to fit the players.</p><p></p><p>They engineered the game to fit the characters. </p><p></p><p>Just like players are not characters, your game is not your world, and just as players and characters have different needs at the table, so do worlds and games.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4701214, member: 2067"] Here's the thing: Creating a world to fit the characters [because a PC is a dragonborn, dragonborn are important to the world] Creating a world to fit the players [because one player likes dragonborn, dragonborn are important to the world, even if none of the characters are.] Creating a game to fit the characters [because one PC is a dragonborn, the dragonborn are central in the sessions you have] Creating a game to fit the players [because one player likes dragonborn, the dragonborn in the sessions you have, even if none of the PC's are dragonborn] Replace "dragonborn" with any game element. Generally, creating a game to fit the players is a positive thing: because your sessions mostly involve things that your players are interested in. Creating a world to fit the players breaks the suspension of disbelief a little harder. It doesn't matter if dragonborn are important in the world, really -- just if they're important to the game. Creating a game to fit the characters is what 3e relied on. ;) It means that if your characters have skills, you challenge those skills with what they face. Creating a world to fit the characters is narm-worthy often. Because your characters are level X, all challenges are level X? Really? They didn't engineer their world to fit the players. They engineered the game to fit the characters. Just like players are not characters, your game is not your world, and just as players and characters have different needs at the table, so do worlds and games. [/QUOTE]
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