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General Tabletop Discussion
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How "alive" should the world be - outside the scope of the PCs?
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<blockquote data-quote="Joerg Baumgartner" data-source="post: 7286338" data-attributes="member: 6893976"><p>I usually use a "living world" method to arrive at my scenarios, a lot of which are at best prepared as a sandbox.</p><p>Basically, when I describe a problem, there is usually someone causing that problem through his actions. In that case, I try to determine that someone's reasons to cause this problem for the involved party. As the player characters start to contribute to the problem (whether augmenting or hindering it), the original cause or other meddlers will react to changes, and cause alterations, or new, somehow related problems.</p><p>When I branch off new participants, I usually don't work out their agendas in detail. They remain in a quantum stage until the party actually collapses one of their wavefronts, to loan the Copenhagen theory of quantum mechanics.</p><p>Interaction or observation may limit my exploration of that actor in the overall sandbox, but I will assume that he made progress or got across other resistance.</p><p>Basically, plot hooks may be part of a network of threads, leading back to a few actors whose progress I will update whenever I encounter some interaction or observation. So, more trip wires than hooks.</p></blockquote><p></p>
[QUOTE="Joerg Baumgartner, post: 7286338, member: 6893976"] I usually use a "living world" method to arrive at my scenarios, a lot of which are at best prepared as a sandbox. Basically, when I describe a problem, there is usually someone causing that problem through his actions. In that case, I try to determine that someone's reasons to cause this problem for the involved party. As the player characters start to contribute to the problem (whether augmenting or hindering it), the original cause or other meddlers will react to changes, and cause alterations, or new, somehow related problems. When I branch off new participants, I usually don't work out their agendas in detail. They remain in a quantum stage until the party actually collapses one of their wavefronts, to loan the Copenhagen theory of quantum mechanics. Interaction or observation may limit my exploration of that actor in the overall sandbox, but I will assume that he made progress or got across other resistance. Basically, plot hooks may be part of a network of threads, leading back to a few actors whose progress I will update whenever I encounter some interaction or observation. So, more trip wires than hooks. [/QUOTE]
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How "alive" should the world be - outside the scope of the PCs?
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