Senior Member
Join Date: Nov 2011
Location: Oak Harbor, WA, USA
Posts: 616
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#31 |
Senior Member
Join Date: Jan 2012
Posts: 1,147
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Good discussion. I can see the story/world being quite useful for modules or linear adventures. Whereas long term campaigns and sandboxes almost necessitate everything always being in play. Sounds like we need some way to toggle it per campaign....
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#32 |
Senior Member
Join Date: Sep 2012
Location: Ottawa, Canada
Posts: 781
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Even for us who build our own worlds, having a distinction of what is the "current adventure" and what has transpired before is huge. Think of it this way, every world has lore, and it is important as players learn the lore to understand its place in the world, or their story. So lets take the following example: Players are working through the "Lord of Fire" story line adventure where their actions bring about the meeting between them and the Red Dragon ruling over northern mountain range. So as part of this they happen to be investigating old ruins and discover a small library of books and scrolls with some that have survived the ages. A player(s) actually state when they get "home" they will read the found books and scrolls. Now most of it is just world lore and back story, nothing to do with the current adventure. So for me as GM, I would have this information in the World not the story, and will want to reveal it this way. This keeps the information from getting in the way so to speak. Also from my perspective of creating my own living game world, for the first time I will use this campaign world for the rest of my years as GM. RW allows me to use the previous Campaign info as "world" and again new parties current adventure as "story". Beyond this, they may learn something cool about previous events their old characters witnessed but did not actually uncover the truth, again this info will be revealed under "world" as it does not have anything to offer them in discovering why the Hominex have suddenly begun attacking Daedrea northern settlements after hundreds of years in peace. I think it is important to have both, as for me, there will always be a distinction on information revealed, some will be world lore (oft fore shadowing), or that which moves current story plot line forward. |
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#33 |
Senior Member
Join Date: Dec 2010
Posts: 468
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This must be configurable. Consider that the player has no way to know where the GM bins the information. Thus, if they look up something that has been moved to world, the search will simply fail. They will have no idea if it's because they aren't remembering and there was no 'Iskabibil' or whether they are misspelling it or what the problem is. Just because the God Uptyfratz isn't in the current AP doesn't mean the player(s) shouldn't be able to remind themselves just what the core beliefs are for this God (assuming they should know about the God). The GM has enough to worry about without wondering which topics the players might want to know about in a given AP and then move them into the Story topic.
There are good arguments to the contrary. In keeping with the design philosophy, this should be GM configurable. Plus, think about the meta-gaming aspect. "Ah, I can't find the information on the Warrior King. Guess the Warrior King won't be in this AP!" |
#34 |
Senior Member
Join Date: Nov 2011
Location: Oak Harbor, WA, USA
Posts: 616
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Why do we need to toggle it? If you're not using the World Almanac the players wouldn't find anything in it so there's no need to toggle it off.
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#35 |
Senior Member
Join Date: Jan 2012
Posts: 1,147
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Sorry for not being clear. As a GM, I will definitely be using both the Story and World Almanac to keep current information easily available and to organize gameplay. I need both Story and World. However, I'd like my players to view the information as if everything is in play and that they can view anything that has been revealed.
That said, I totally see where ShadowChermosh and others that want the players to also have the Story/World views. And I agree. Their points make perfect sense and would be helpful for keeping players focused. I'd like to be able to toggle whether players have separate Story/World or combined Story/World. That way we can have "see everything" as the norm and I can very specifically choose things for Story when I need them to pay attention to a subset of the data. |
#36 |
Senior Member
Join Date: Nov 2011
Location: Oak Harbor, WA, USA
Posts: 616
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I don't know anything about programing, but if I'm understanding you correctly and that is what you're wanting I would think that would be a nightmare to program. |
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#37 |
Senior Member
Join Date: Dec 2011
Location: NJ, USA
Posts: 130
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I was wondering earlier if instead of the story/world buttons being one or the other, it was a pressed/unpressed state that would include that content in the current visualization. so, if you have story pressed it shows only story. press world and the UI refreshes to include both story and world. unpress world and it pops back to only showing story. Search would include whatever it is you have visualized at the time. dunno, just how I would think of doing it. I can see where having only part available at a time would be great, and I can see where combining it all at times would be great too. ------------------------------------- "...You're going to backstab him with a ballista?" |
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#38 |
Senior Member
Lone Wolf Staff
Join Date: Apr 2013
Posts: 691
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#39 |
Senior Member
Join Date: Nov 2011
Location: Oak Harbor, WA, USA
Posts: 616
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Joe, since you're lurking I have a question for you or anyone else who might know. Initially I thought player edition would show what the GM revealed at the time something was revealed. Now I've heard that it's more a reference for players to review what has been revealed in past sessions. In order to see what has been revealed in a current session the GM has to sync the realm. Obviously not a quick task for a large realm nor would everyone want to take time out with each reveal to do a sync.
Is there any plan to have the player edition do live reveals? Or will GMs have to invest in a projector/second monitor or rotate their monitor for the players to see? The reason I ask is because I bought a small projector only to realize that the room we play in doesn't really have room for screen/projector or a second monitor (the room is all windows and a door with a narrow conference table and enough room to scoot chairs out ). I thought the player edition would take care of the issue but now I don't think it will. |
#40 |
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