I think (but could be wrong) kenada is saying that the unified mechanics of the system (#9) can be leaned on to help with generating a living world (#12) and reducing prep (#14); and that a rules-not-rulings principle (#10) helps limit the prep (#14) as the mechanics ideally help the game at least in part run itself.
@pemerton had the right of it. I’d moved some stuff to the top of the list without adjusting references, which created a couple of off-by-2 errors.
I can see the reasoning behind the reducing-prep piece - if everything neatly slots into the unified mechanic, prep does become simpler - but I fail to see how the mechanics can help generate a living world unless that world is rather stilted.
One of the reasons why I post
recaps in the 5-words commentary thread is to provide actual play examples of how the system works.
The event and factions stuff is still highly WIP, but I know it will lean on existing mechanics including progress clocks. The purpose of these mechanics is to manage discretion.
For example, when the raiders were looking for the PCs, there was a clock tracking when they were found. I created it as a consequence for the PCs’ actions. By having it put to system, it can be integrated with other mechanics, and it takes the decision away from the GM except as the discretion to incorporate it is managed.
What I want to avoid is my deciding that the raiders catch the PCs even though the PCs have taken steps to hide and lose their interest. The system will take care of that and indicate when decision-making is required.
The way “living world” will be realized is by having a lot of these processes (probably via clocks) going at a time. For example:
- A fire dragon has been sighted in the area. The PCs know it’s coming (via obtained intel) but not when.
- Natalia, a vampire friend, wants to create more vampires. Deirdre (the barbarian PC) is not happy about that and has killed one already.
- Natalia is investigating the death of one of her spawn. If that clock is filled, she learns the answer. If it is emptied, the trail goes cold, and she loses interest.
- A occult researcher (i.e., vampire hunter) is due to arrive in town soon. His investigation into the sightings will create many clocks involving Natalia.
- The PCs fought and defeated the raiding party that was pursuing them. The raiders (a larger group to which they belonged) will be attempting a different tactic to force a parlay.
Plus more as play requires (e.g., the threats in the PCs’ settlement’s hex should probably be a source of events or clocks). Dungeon factions would also fall under this framework as (probably) dungeon (re)stocking (e.g., you return to town for month or two, and a necromancer moves into the dungeon in the meantime).
Essentially, the world exists in a status quo until the PCs go out and start doing stuff. If there is some event that is already happening, it can be started off in the framework (but it should be something that will affect the PCs’ lives, or it’s just setting flavor). Putting it to system and managing discretion means I can play things as hard as they require when they come into play.
I expect the fire dragon situation to be potentially explosive. The Natalia situation is potentially very messy. The PCs have their own (individual and group) goals they are pursuing. All these things may come into conflict, and the PCs will have decide how to respond when that happens or accept the fallout when things happen outside of their control. It’s this dynamic that creates the sense of “living world”.
The PCs can also undertake large scale projects to change the setting. They’ve staked out a road to their settlement and have been working to build it up as a base of operations for an eventual foray into the fallen capital in the center-ish of the swamp to the north.