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You're doing what? Surprising the DM
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<blockquote data-quote="Manbearcat" data-source="post: 6104470" data-attributes="member: 6696971"><p>That post on granular world-building that you captured above is one I was going to use to write a long rejoinder. I was going to elaborate on different design impetus and mechanics and how these engender very different play experiences and expectations (a la Hussar's) and the dissonance created when there is incoherency within the group or the system:creative agenda interface. I was going to talk about:</p><p></p><p>- Scene/encounter-based durations (1 round, 1 scene)</p><p>- Outcome based design for NPCs</p><p>- Subjective DCs for task resolution that are contextually framed with respect to PC level and the scope of a conflict to be resolved</p><p>- Player resources specifically meant to create plot or conflict</p><p> </p><p>- Open world based durations (10 minute/level, 1 hour/level)</p><p>- Overland travel speed and range/hours traveled.</p><p>- Process based design for NPCs</p><p>- Objective DCs for task resolution</p><p>- Tables for trade, economics, climate and weather patterns and other world building tools</p><p></p><p>However, I've considered against it because I don't think it would lead anywhere constructive for anyone involved. I don't think you can bridge a stern divide of "System/creative agenda matters":"No it doesn't" without playing together and playing different games together. And I've just written a long post in another thread that was slightly more interesting to me at the present moment. And lucky enough, your 3 sentences here are a good enough sum-up!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6104470, member: 6696971"] That post on granular world-building that you captured above is one I was going to use to write a long rejoinder. I was going to elaborate on different design impetus and mechanics and how these engender very different play experiences and expectations (a la Hussar's) and the dissonance created when there is incoherency within the group or the system:creative agenda interface. I was going to talk about: - Scene/encounter-based durations (1 round, 1 scene) - Outcome based design for NPCs - Subjective DCs for task resolution that are contextually framed with respect to PC level and the scope of a conflict to be resolved - Player resources specifically meant to create plot or conflict - Open world based durations (10 minute/level, 1 hour/level) - Overland travel speed and range/hours traveled. - Process based design for NPCs - Objective DCs for task resolution - Tables for trade, economics, climate and weather patterns and other world building tools However, I've considered against it because I don't think it would lead anywhere constructive for anyone involved. I don't think you can bridge a stern divide of "System/creative agenda matters":"No it doesn't" without playing together and playing different games together. And I've just written a long post in another thread that was slightly more interesting to me at the present moment. And lucky enough, your 3 sentences here are a good enough sum-up! [/QUOTE]
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