hawkeyefan
Legend
I mean, is there something wrong with that?
Nope!
I mean, is there something wrong with that?
It's close.Is it more or less living and breathing because it was generated via a roll on a table in accordance with the procedures of play? Or because no one (neither the players nor the GM) knows the in-fiction explanation for the food all turning to dust?
Charts exist primarily to help the DM come up with ideas, and secondarily to assist with fairness.
Because different GMs do things differently, and singular GMs do things differently at different times. There are two example methods because that's a simple way to express different methodologies, but they are hardly the only options. Not least: some designer wrote it that way.Why are there two methods, would you say? Why wouldn’t there just be one? There must be some difference, right? Neither would seem to yield a more coherent world, or a less coherent one. So they both accomplish the “living breathing world” goal.
What makes them different? Is your answer really that it doesn’t matter?
Because different GMs do things differently, and singular GMs do things differently at different times. There are two example methods because that's a simple way to express different methodologies, but they are hardly the only options. Not least: some designer wrote it that way.
The point is that the world being responsive to player choices is a good thing, even if those choice are to not get involved. If player agency is the defining feature of the RPG -- as I believe it is -- then consequences for choices is extremely important. How those consequences are actually determined and articulated is, of course, highly dependent on the individual GM.
When the players (through their PCs) get back to that town it won't be the same. Things will have happened in the town. Could be the Thieves are in charge, could be there was a big messy battle and some of the town burned down, could be that the Thieves were run out of the place, whatever. And like it or not those changes are likely to affect the PCs' dealings on this visit in some way(s) or other.Where is the choice? What is the agency?
To me it sounds like the players have decided they prefer a dungeon-crawler to an urban intrigue game. Now the GM muses on their imaginary city and a session or three later tells the player something about it. Either this is mere colour - not "depth" at all - and the players continue to play their dungeon crawl; or else the GM is dragging the players out of their dungeon crawl game into an urban intrigue game even though the players - at least to date - seem not all that interested. Which is still not "depth" at al.
Having to choose between two potentially bad outcomes is still a valid choice. Sometimes the PCs just have to accept that they can't do everything, nor answer every threat, simply because they can't be in multiple places at once.The absence of real choice and agency becomes even more clear if we suppose that, had the players opted for the thief plot instead, then the dungeon dwellers would have started raiding the nearby farmers, because the PCs didn't stop them.
"Guys, I've got this dead, lifeless game world where nothing ever happens. Wanna play in it?"My argument is that the “living, breathing world” is a fiction. It doesn’t exist.
Having to choose between two potentially bad outcomes is still a valid choice. Sometimes the PCs just have to accept that they can't do everything, nor answer every threat, simply because they can't be in multiple places at once.
What's the alternative? That there be no consequences stemming from what the players didn't choose to take on? No in-setting cause and effect where, if left uninterrupted, one thing reasonably leads to the next? No evolving backstory above and beyond that which the PCs specifically interact with? And how about campaigns or settings with more than one PC party?It’s not about having to choose between two potentially bad outcomes so much as between two GM stories.
snip).
I mean, is there something wrong with that?