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How "alive" should the world be - outside the scope of the PCs?
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<blockquote data-quote="Blue" data-source="post: 7275356" data-attributes="member: 20564"><p>I *love* big dynamic worlds. A long-time DM I had in my HS/college years would run like 6 different campaigns set in the same world. There would always be things happening that we would hear about but not be involved in, and it really made the world feel alive. And there would definitely be repercussions of other's adventures that we'd have to deal with - good and bad.</p><p></p><p>How this has informed my DMing style is that I always have a bunch of plots going. Some are local adventures, some are larger character arcs and campaign arcs. The party can pursue anything they want - and often go off in directions I haven't foreseen and I need to wing it. There are always plots that aren't pursued. Sometimes they grow and the characters deal with them later, sometimes they grow and the players never deal with them, sometimes other adventures deal with them. (The last is a good candidate when the <em>players</em> indicate they aren't interested.)</p><p></p><p>So in the case of the hermit destroying the world, I'd have an NPC party deal with it and have them get a lot of fame and become rivals for the PCs (or set it up for the PCs to become rivals with them).</p><p></p><p>But yeah, I always throw more plots at the party then they can explore at any one time, the world is big and complex. And it moves outside of just them - makes it feel like it lives and breathes.</p></blockquote><p></p>
[QUOTE="Blue, post: 7275356, member: 20564"] I *love* big dynamic worlds. A long-time DM I had in my HS/college years would run like 6 different campaigns set in the same world. There would always be things happening that we would hear about but not be involved in, and it really made the world feel alive. And there would definitely be repercussions of other's adventures that we'd have to deal with - good and bad. How this has informed my DMing style is that I always have a bunch of plots going. Some are local adventures, some are larger character arcs and campaign arcs. The party can pursue anything they want - and often go off in directions I haven't foreseen and I need to wing it. There are always plots that aren't pursued. Sometimes they grow and the characters deal with them later, sometimes they grow and the players never deal with them, sometimes other adventures deal with them. (The last is a good candidate when the [I]players[/I] indicate they aren't interested.) So in the case of the hermit destroying the world, I'd have an NPC party deal with it and have them get a lot of fame and become rivals for the PCs (or set it up for the PCs to become rivals with them). But yeah, I always throw more plots at the party then they can explore at any one time, the world is big and complex. And it moves outside of just them - makes it feel like it lives and breathes. [/QUOTE]
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How "alive" should the world be - outside the scope of the PCs?
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