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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: The Importance of Self-Consistency
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<blockquote data-quote="Von Ether" data-source="post: 8543972" data-attributes="member: 15582"><p>It doesn't make any <em>world-building </em>sense or <em>simulation </em>sense, but it makes great <em>gamification </em>sense.</p><p></p><p>WotC provides different settings for High Fantasy, Gothic dark fantasy, and fantasy noir. But Paizo offers a different region for a different motif, which provides the benefit that if players don't have make up new characters or come up with a dimensional skip justification when they want to change the flavor of their campaign. I assume many GMs enjoy that level of convenience to the point that poking that bubble is irritates them when they should be simply say, "That's your bug, but my feature" and let is slide off.</p><p></p><p>And when you consider that whole campaigns can happen in just one city (Lanhkmar, Ptolus, Waterdeep, Freeport, etc.) or <em>part </em>of region (Sword Coast, The Grand Duchy, etc.}, the economics of magic, technology back and fourth on a magicpunk Silk Road seem (painfully) irrelevant.</p><p></p><p>And if a Silk Road existed in a fantasy world, we’d have more Eberron-style settings -not less. </p><p></p><p>This is probably why a lot of GMs do home games, because these differences matter to them. Oddly enough most players will never notice them. Or if the GM tells them such a factoid, it's quickly forgotten.</p><p></p><p>For genre entertainment, I live with such a person. They loooove the baby yoda and any Star Wars connected to it. OTH, they literally can't tell the difference between the Expanse and Star Trek and roll their eyes when I try to tell them the difference. All hard core world building (Expanse) and even the barest lip service to science (Star Trek) turns them off. (Btw, I love all three for different reasons) The nods to realism are not only wasted on them, in some cases it means wasted effort. It's not an expectation, my friend, that cool characters and emotions drive the focus of a story its the vast norm that puts food on the table for creatives.</p><p></p><p> I'm getting the vibe the phrase "plot hole" here is getting confabulated between a literal plot hole in the bubble of a particular episode vs an inconstancy in canon/world-building overall as a series continues. An assessment can be correct in both versions of "plot hole," but it's better to stick to the one more relevant to the discussion (world building.)</p></blockquote><p></p>
[QUOTE="Von Ether, post: 8543972, member: 15582"] It doesn't make any [I]world-building [/I]sense or [I]simulation [/I]sense, but it makes great [I]gamification [/I]sense. WotC provides different settings for High Fantasy, Gothic dark fantasy, and fantasy noir. But Paizo offers a different region for a different motif, which provides the benefit that if players don't have make up new characters or come up with a dimensional skip justification when they want to change the flavor of their campaign. I assume many GMs enjoy that level of convenience to the point that poking that bubble is irritates them when they should be simply say, "That's your bug, but my feature" and let is slide off. And when you consider that whole campaigns can happen in just one city (Lanhkmar, Ptolus, Waterdeep, Freeport, etc.) or [I]part [/I]of region (Sword Coast, The Grand Duchy, etc.}, the economics of magic, technology back and fourth on a magicpunk Silk Road seem (painfully) irrelevant. And if a Silk Road existed in a fantasy world, we’d have more Eberron-style settings -not less. This is probably why a lot of GMs do home games, because these differences matter to them. Oddly enough most players will never notice them. Or if the GM tells them such a factoid, it's quickly forgotten. For genre entertainment, I live with such a person. They loooove the baby yoda and any Star Wars connected to it. OTH, they literally can't tell the difference between the Expanse and Star Trek and roll their eyes when I try to tell them the difference. All hard core world building (Expanse) and even the barest lip service to science (Star Trek) turns them off. (Btw, I love all three for different reasons) The nods to realism are not only wasted on them, in some cases it means wasted effort. It's not an expectation, my friend, that cool characters and emotions drive the focus of a story its the vast norm that puts food on the table for creatives. I'm getting the vibe the phrase "plot hole" here is getting confabulated between a literal plot hole in the bubble of a particular episode vs an inconstancy in canon/world-building overall as a series continues. An assessment can be correct in both versions of "plot hole," but it's better to stick to the one more relevant to the discussion (world building.) [/QUOTE]
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