tag:blogger.com,1999:blog-312698957749576588.post1581273280720152872..comments2024-03-24T21:00:25.930-07:00Comments on Daddy Rolled a 1: Game World Inspirations: World of GreyhawkMartin R. Thomashttp://www.blogger.com/profile/11672657745232101753noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-312698957749576588.post-12004541025689610222013-07-11T14:32:16.560-07:002013-07-11T14:32:16.560-07:00Wow - nicely done. But, like you said, sometimes i...Wow - nicely done. But, like you said, sometimes it seems like "a waste of time."<br /><br />I basically just have a calendar with standard 12 months and four seasons (different names, of course), and I do keep rough track of what time of year it is, so I can throw in things like you mentioned above - heavy storm storms, rain, oppressive heat, etc. I mainly just do it off the cuff, based on what time of year it is, just to add some flavor to the game. It rarely has any in-game mechanical significance except in the case of tracking, etc. Martin R. Thomashttps://www.blogger.com/profile/11672657745232101753noreply@blogger.comtag:blogger.com,1999:blog-312698957749576588.post-52427759973349546502013-07-11T13:18:39.579-07:002013-07-11T13:18:39.579-07:00Hah. In my first 3rd Edition game I actually gener...Hah. In my first 3rd Edition game I actually generated the weather conditions for an entire year in advance. I think it wound up mattering twice, once when they had a random encounter in heavy snow and other when they had a planned encounter in flash flood conditions. Other than that? A waste of time.Dave Whitehttps://www.blogger.com/profile/00487300239692748778noreply@blogger.comtag:blogger.com,1999:blog-312698957749576588.post-60667079015021299982013-06-05T15:27:18.554-07:002013-06-05T15:27:18.554-07:00Hey - thanks for checking out my blog, and for com...Hey - thanks for checking out my blog, and for commenting. I appreciate it. <br /><br />Totally agree with what you're saying. I actually really enjoy creating all of that detail for my games - "world building" is sort of a hobby all by itself. The problem I've had in the past, and one that I'm working on fixing, is that oftentimes I've found myself trying to force my players to do something because I spent a bunch of time creating something for my world, and of course I think it's totally awesome and they should check it out. However, having been on the receiving end of that type of railroading before as a player, I can easily say that people just aren't as clever as they think they are. :)<br /><br />Thanks again for stopping by - I hope you stick around! <br /><br />Cheers!Martin R. Thomashttps://www.blogger.com/profile/11672657745232101753noreply@blogger.comtag:blogger.com,1999:blog-312698957749576588.post-88366035279240368622013-06-01T10:36:30.481-07:002013-06-01T10:36:30.481-07:00I just breezed by this looking for something else ...I just breezed by this looking for something else online, but I'd like to say that I'm all about what you're talking about here. It's very true - most of the stuff written into a game will never directly come up in the game, or if it does you have to make it magically happen. (Deadlands does this as well - does it really matter who the avatars of the horsemen are?)<br /><br />But the point is that *you* know it. It means that when things happen, it's because of a background of events that you probably don't know that well, but you know it well enough to keep track of it in rough terms. You can create a continuing story without miracle making. Or, if you do have something that *just isn't right*, somebody who knows the world will look at it and say, "That isn't right." You don't have to tell them.Pneumonicahttps://www.blogger.com/profile/09380559994722732974noreply@blogger.com