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	<title>Comments on: Ask The GMs: Weather, Not Climate</title>
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	<link>http://www.campaignmastery.com/blog/weather-not-climate/</link>
	<description>Expert tips and how-to's on every aspect of creating and running exceptional campaigns.</description>
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		<title>By: Desiree Zara</title>
		<link>http://www.campaignmastery.com/blog/weather-not-climate/comment-page-1/#comment-2946</link>
		<dc:creator>Desiree Zara</dc:creator>
		<pubDate>Wed, 09 Jun 2010 08:35:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=545#comment-2946</guid>
		<description>I really like your suggestion for achieving the flavour element of weather.
Thanks for sharing :)
.-= Desiree Zara&#180;s last blog ..&lt;a href=&quot;http://www.basic-bookkeeping-courses.com/virtualbookkeeper.html&quot;&gt;Jun 8, Virtual Bookkeeper&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I really like your suggestion for achieving the flavour element of weather.<br />
Thanks for sharing :)<br />
<span class="cluv"> Desiree Zara&#180;s last blog ..<a href="http://www.basic-bookkeeping-courses.com/virtualbookkeeper.html">Jun 8, Virtual Bookkeeper</a> <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://www.campaignmastery.com/blog/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>By: Nerd Watching: Where the liches at? (and RPG news) &#124; Dungeon Mastering - Dungeons and Dragons blog, DM tips, D&#38;D books, RPG fun</title>
		<link>http://www.campaignmastery.com/blog/weather-not-climate/comment-page-1/#comment-608</link>
		<dc:creator>Nerd Watching: Where the liches at? (and RPG news) &#124; Dungeon Mastering - Dungeons and Dragons blog, DM tips, D&#38;D books, RPG fun</dc:creator>
		<pubDate>Thu, 16 Apr 2009 05:05:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=545#comment-608</guid>
		<description>[...] a sunnier note, Johnn and Mike over at Campaign Mastery put up an interesting piece about weather last week. The pair offer several different realistic weather models and random generators. It is a [...]</description>
		<content:encoded><![CDATA[<p>[...] a sunnier note, Johnn and Mike over at Campaign Mastery put up an interesting piece about weather last week. The pair offer several different realistic weather models and random generators. It is a [...]</p>
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		<title>By: Johnn</title>
		<link>http://www.campaignmastery.com/blog/weather-not-climate/comment-page-1/#comment-593</link>
		<dc:creator>Johnn</dc:creator>
		<pubDate>Fri, 10 Apr 2009 16:56:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=545#comment-593</guid>
		<description>@WarlordGDX: &quot;how to turn an underachiever element such as weather into a powerful flavor piece&quot; - that&#039;s a nice way of putting it. Thanks!</description>
		<content:encoded><![CDATA[<p>@WarlordGDX: &#8220;how to turn an underachiever element such as weather into a powerful flavor piece&#8221; &#8211; that&#8217;s a nice way of putting it. Thanks!</p>
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		<title>By: WarlordGDX</title>
		<link>http://www.campaignmastery.com/blog/weather-not-climate/comment-page-1/#comment-590</link>
		<dc:creator>WarlordGDX</dc:creator>
		<pubDate>Fri, 10 Apr 2009 01:30:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=545#comment-590</guid>
		<description>Johnn,

I really like your suggestion how to turn an underachiever element such as weather into a powerful flavor piece. While I would also agree that GM/player style and preference should determine the how much time we meddle on issues of weather, I think that your sample flavor text for the sodden city shows how something as simple as steady rain fall can really change the aural landscape of a village - I could see weather as a great tool for the GM to &#039;get the most&#039; out of the players&#039; senses and imagination with minimal effort and no &#039;new&#039; material that wasn&#039;t on the fly.

&lt;abbr&gt;&lt;em&gt;WarlordGDX’s last blog post..&lt;a href=&quot;http://feedproxy.google.com/~r/TheGeekHorde/~3/zhT-FcuwrFY/&quot;&gt;The Warpath: Is Hasbro/Wizards of the Coast Smoking Crack?&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Johnn,</p>
<p>I really like your suggestion how to turn an underachiever element such as weather into a powerful flavor piece. While I would also agree that GM/player style and preference should determine the how much time we meddle on issues of weather, I think that your sample flavor text for the sodden city shows how something as simple as steady rain fall can really change the aural landscape of a village &#8211; I could see weather as a great tool for the GM to &#8216;get the most&#8217; out of the players&#8217; senses and imagination with minimal effort and no &#8216;new&#8217; material that wasn&#8217;t on the fly.</p>
<p><abbr><em>WarlordGDX’s last blog post..<a href="http://feedproxy.google.com/~r/TheGeekHorde/~3/zhT-FcuwrFY/">The Warpath: Is Hasbro/Wizards of the Coast Smoking Crack?</a></em></abbr></p>
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		<title>By: Johnn</title>
		<link>http://www.campaignmastery.com/blog/weather-not-climate/comment-page-1/#comment-585</link>
		<dc:creator>Johnn</dc:creator>
		<pubDate>Wed, 08 Apr 2009 14:45:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=545#comment-585</guid>
		<description>Good comments, everyone.

@Loz: I agree, it comes down to priority and GMing style. A GM should do the work first that makes the game most fun to play for him and his players.</description>
		<content:encoded><![CDATA[<p>Good comments, everyone.</p>
<p>@Loz: I agree, it comes down to priority and GMing style. A GM should do the work first that makes the game most fun to play for him and his players.</p>
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		<title>By: Loz</title>
		<link>http://www.campaignmastery.com/blog/weather-not-climate/comment-page-1/#comment-583</link>
		<dc:creator>Loz</dc:creator>
		<pubDate>Wed, 08 Apr 2009 11:13:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=545#comment-583</guid>
		<description>&quot;Realistic&quot; and &quot;fantasy&quot;... Perhaps &quot;plausible&quot; would be a better word? Given the requirement of Suspension of Disbelief needed to fully enjoy RPGs, I see your point. Too many irregular spasms of weather change would tend to jolt players out of their mind-set (&quot;Huh? What...?&quot;), and spoiling the fun for everybody. Hence the seeking for ways to randomly generate specific weather events within a given subset of *plausible* climactic possibilities.  My counter-point would be : If you&#039;re into dice-rolling on tables, and sub-tables, and sub-sub-tables (the Rolemaster system lumbers to mind here....) then go for it. My idea was to propose a much less onerous method for those (like myself) who dislike having to constantly handle this level of detail. &quot;Onerous&quot; being of course somewhat subjective... As a GM you&#039;re there to enjoy yourself as well : if this is too much of a time-sink and/or harshing your enjoyment, then back off to a lesser level of detail/commitment.
Minor point : I feel that randomly ceding control of this kind of decision to a program, may leave you stuck with random unpleasant consequences (&quot;A level 5 superstorm lasting four days?!. Curses... Now there&#039;s *no* way the Characters can get to Badguyopolis in time to prevent the Ritual of Apocalypticaly Bad Consequences...&quot;). The possibility of tweaking the output would therefore be a very desirable trait and as such programs proposing this option should be preferred.</description>
		<content:encoded><![CDATA[<p>&#8220;Realistic&#8221; and &#8220;fantasy&#8221;&#8230; Perhaps &#8220;plausible&#8221; would be a better word? Given the requirement of Suspension of Disbelief needed to fully enjoy RPGs, I see your point. Too many irregular spasms of weather change would tend to jolt players out of their mind-set (&#8220;Huh? What&#8230;?&#8221;), and spoiling the fun for everybody. Hence the seeking for ways to randomly generate specific weather events within a given subset of *plausible* climactic possibilities.  My counter-point would be : If you&#8217;re into dice-rolling on tables, and sub-tables, and sub-sub-tables (the Rolemaster system lumbers to mind here&#8230;.) then go for it. My idea was to propose a much less onerous method for those (like myself) who dislike having to constantly handle this level of detail. &#8220;Onerous&#8221; being of course somewhat subjective&#8230; As a GM you&#8217;re there to enjoy yourself as well : if this is too much of a time-sink and/or harshing your enjoyment, then back off to a lesser level of detail/commitment.<br />
Minor point : I feel that randomly ceding control of this kind of decision to a program, may leave you stuck with random unpleasant consequences (&#8220;A level 5 superstorm lasting four days?!. Curses&#8230; Now there&#8217;s *no* way the Characters can get to Badguyopolis in time to prevent the Ritual of Apocalypticaly Bad Consequences&#8230;&#8221;). The possibility of tweaking the output would therefore be a very desirable trait and as such programs proposing this option should be preferred.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/weather-not-climate/comment-page-1/#comment-581</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Wed, 08 Apr 2009 09:14:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=545#comment-581</guid>
		<description>I couldn&#039;t agree more with what you&#039;ve said, Loz. But the problem is to be offer up a realistic variety of weather even when you only &#039;handwave&#039; at it. That&#039;s what our article was primarily intended to address.</description>
		<content:encoded><![CDATA[<p>I couldn&#8217;t agree more with what you&#8217;ve said, Loz. But the problem is to be offer up a realistic variety of weather even when you only &#8216;handwave&#8217; at it. That&#8217;s what our article was primarily intended to address.</p>
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		<title>By: Loz</title>
		<link>http://www.campaignmastery.com/blog/weather-not-climate/comment-page-1/#comment-580</link>
		<dc:creator>Loz</dc:creator>
		<pubDate>Wed, 08 Apr 2009 07:09:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=545#comment-580</guid>
		<description>Wither the weather?

I feel I&#039;m somehow less than respectful for the excellent quality of the above words for saying this, but I feel that my point of view may also have merit for some so I&#039;ll present my philosophy on weather/climate in RPGs.

Adding massive amounts of detail to your game-world can be great. It can also be a time-sink.
Basically, for me, the climate is &quot;background&quot; information to add flavour text in my description of the gaming world, nice, but I don&#039;t spend too much time on it. A general and brief mention at the beginning of each scenario helps get the players &quot;into&quot; their roles. The weather is what hits players in the face if I decide to include it. The decision is based on my objectives for the scenario: if the team is in a hostile environment, and logically overcoming the hazards of heat/cold/rain/storm/waves, etc is a part of the thrill, then yes I&#039;ll include it. If I feel I have a short space of time that can profitably be used to spice up the &quot;living, breathing&quot; feeling of the world with a short burst of unusual weather, ditto. Giving players a chance to shine (show off their characters skills and gain the applause of their peers) is also worthy of our gaming time.
Otherwise it gets the &quot;hand-wave&quot; treatment of a brief description and we move on to something else (see Johnn&#039;s recent articles on &quot;hand-waving&quot; past the (ahem) unimportant stuff).

The overriding criteria for including weather/climate thus break down into two aids towards two sub-objectives.
Sub-objective one : the GM presents his world in terms that helps the players visualise it easily.
Sub-objective two : elements that present challenges for the player characters to overcome, and chances for them to shine.

The over-arching objective is, of course, &quot;All for fun, and fun for all!&quot;
So, I won&#039;t try to kill off players with the weather, but I might challenge them to survive under difficult circumstances... occasionally. Being informed that your character has pneumonia once is an interesting even potentially enriching gaming experience. Five times in a row and it&#039;s just a drag....

Note that this implies that I&#039;ve decided in advance the climate of the various regions of the world (based on geographical principles, during the world creation process) and all local variations are decided on a case-by-case basis when I&#039;m in the throes of the *scenario* creation process. Should I be using one of the game systems I&#039;ve invented, this is also the time to check over my rules decisions for how to handle the effects of the weather on the players. Again, I follow what to me is an important principle: &quot;Keep It Simple&quot;. You&#039;re not really obliged to print out bundles of weather tables and roll on them in real-time in-game (I&#039;d automate this under excel anyway :) ). A few simple preparations and decisions ahead of time save you tons of delays during you precious game-time. You only need to describe what is relevant to the gaming party, anyway…


So, a basic principles recap:
Keep It Simple (Prior Prep helps!)
All for fun, and Fun for All!
If it *aids* you, include it: 
   Climate helps present your world
   Weather is a tactical element to eventually spice up your scenarios.
.... otherwise, mention it briefly and move on to better stuff.</description>
		<content:encoded><![CDATA[<p>Wither the weather?</p>
<p>I feel I&#8217;m somehow less than respectful for the excellent quality of the above words for saying this, but I feel that my point of view may also have merit for some so I&#8217;ll present my philosophy on weather/climate in RPGs.</p>
<p>Adding massive amounts of detail to your game-world can be great. It can also be a time-sink.<br />
Basically, for me, the climate is &#8220;background&#8221; information to add flavour text in my description of the gaming world, nice, but I don&#8217;t spend too much time on it. A general and brief mention at the beginning of each scenario helps get the players &#8220;into&#8221; their roles. The weather is what hits players in the face if I decide to include it. The decision is based on my objectives for the scenario: if the team is in a hostile environment, and logically overcoming the hazards of heat/cold/rain/storm/waves, etc is a part of the thrill, then yes I&#8217;ll include it. If I feel I have a short space of time that can profitably be used to spice up the &#8220;living, breathing&#8221; feeling of the world with a short burst of unusual weather, ditto. Giving players a chance to shine (show off their characters skills and gain the applause of their peers) is also worthy of our gaming time.<br />
Otherwise it gets the &#8220;hand-wave&#8221; treatment of a brief description and we move on to something else (see Johnn&#8217;s recent articles on &#8220;hand-waving&#8221; past the (ahem) unimportant stuff).</p>
<p>The overriding criteria for including weather/climate thus break down into two aids towards two sub-objectives.<br />
Sub-objective one : the GM presents his world in terms that helps the players visualise it easily.<br />
Sub-objective two : elements that present challenges for the player characters to overcome, and chances for them to shine.</p>
<p>The over-arching objective is, of course, &#8220;All for fun, and fun for all!&#8221;<br />
So, I won&#8217;t try to kill off players with the weather, but I might challenge them to survive under difficult circumstances&#8230; occasionally. Being informed that your character has pneumonia once is an interesting even potentially enriching gaming experience. Five times in a row and it&#8217;s just a drag&#8230;.</p>
<p>Note that this implies that I&#8217;ve decided in advance the climate of the various regions of the world (based on geographical principles, during the world creation process) and all local variations are decided on a case-by-case basis when I&#8217;m in the throes of the *scenario* creation process. Should I be using one of the game systems I&#8217;ve invented, this is also the time to check over my rules decisions for how to handle the effects of the weather on the players. Again, I follow what to me is an important principle: &#8220;Keep It Simple&#8221;. You&#8217;re not really obliged to print out bundles of weather tables and roll on them in real-time in-game (I&#8217;d automate this under excel anyway :) ). A few simple preparations and decisions ahead of time save you tons of delays during you precious game-time. You only need to describe what is relevant to the gaming party, anyway…</p>
<p>So, a basic principles recap:<br />
Keep It Simple (Prior Prep helps!)<br />
All for fun, and Fun for All!<br />
If it *aids* you, include it:<br />
   Climate helps present your world<br />
   Weather is a tactical element to eventually spice up your scenarios.<br />
&#8230;. otherwise, mention it briefly and move on to better stuff.</p>
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		<title>By: TheLemming</title>
		<link>http://www.campaignmastery.com/blog/weather-not-climate/comment-page-1/#comment-576</link>
		<dc:creator>TheLemming</dc:creator>
		<pubDate>Tue, 07 Apr 2009 17:41:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=545#comment-576</guid>
		<description>Without intentional advertising, I&#039;ll still recommend dm genie for this purpose, it&#039;s very unfortunate that dm genie&#039;s creator has stopped any further updates a while ago, but the tool still has plenty of resources for all staying with 3.5/Pathfinder... It&#039;s just great for timekeeping and has an integrated weather generator that in my experience works best and is able to satisfy the need of most dungeonmasters.
That said, thanks for the headsup on weather. I can only second the opinion on supernatural weather. Make sure you don&#039;t use this too often - but it tends to create an exceptional atmosphere when used with good preparation. (at least my players are very susceptible).

&lt;abbr&gt;&lt;em&gt;TheLemming’s last blog post..&lt;a href=&quot;http://blog.lemmi.at/?p=599&quot;&gt;Rashemen and Beyond (Session 7 / Session 2 with a Lemming as DM)&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Without intentional advertising, I&#8217;ll still recommend dm genie for this purpose, it&#8217;s very unfortunate that dm genie&#8217;s creator has stopped any further updates a while ago, but the tool still has plenty of resources for all staying with 3.5/Pathfinder&#8230; It&#8217;s just great for timekeeping and has an integrated weather generator that in my experience works best and is able to satisfy the need of most dungeonmasters.<br />
That said, thanks for the headsup on weather. I can only second the opinion on supernatural weather. Make sure you don&#8217;t use this too often &#8211; but it tends to create an exceptional atmosphere when used with good preparation. (at least my players are very susceptible).</p>
<p><abbr><em>TheLemming’s last blog post..<a href="http://blog.lemmi.at/?p=599">Rashemen and Beyond (Session 7 / Session 2 with a Lemming as DM)</a></em></abbr></p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/weather-not-climate/comment-page-1/#comment-574</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 07 Apr 2009 15:12:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=545#comment-574</guid>
		<description>@Tor: Thanks for the link. Useful contribution.

@Questing GM: Thanks from both of us for the kind words!

@BGG: That was the foundation of the original weather tables that I put together back in the early 80s. But instead of drawing a line through the seasons, there were progressive modifiers so that you couldn&#039;t really say where one ended and the next began, and so that if you had rain on two successive days it was a little less likely that you&#039;ld have rain on the third, and so on. I don&#039;t know Markov chains from fence-link chains, but I did understand the concept of feedback loops, both positive and negative, so that was what I used.</description>
		<content:encoded><![CDATA[<p>@Tor: Thanks for the link. Useful contribution.</p>
<p>@Questing GM: Thanks from both of us for the kind words!</p>
<p>@BGG: That was the foundation of the original weather tables that I put together back in the early 80s. But instead of drawing a line through the seasons, there were progressive modifiers so that you couldn&#8217;t really say where one ended and the next began, and so that if you had rain on two successive days it was a little less likely that you&#8217;ld have rain on the third, and so on. I don&#8217;t know Markov chains from fence-link chains, but I did understand the concept of feedback loops, both positive and negative, so that was what I used.</p>
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