hawkeyefan
Legend
But people come here and say what techniques they use to create a living, breathing world. I can't recall a single post in this thread where a living, breathing world proponent said, "Well what you have to do to create a living, breathing world is create a living, breathing world." Instead explanations and/or examples are given.
I've found there to be very little of that. Mostly, it's been vague "do what's most likely" and so on. Actual methods and specific examples are pretty few and far between.
Yes it does. If there's a war going on between the countries of Ihateyou and Ihateyoumore, it's likely to last a while and news of it be widespread. When the party goes into a bar to hear rumors, they are likely to hear rumors of it for a long time, even if they don't engage. It's part of what makes the world seem more real.
Whether it's good, bad or indifferent will depend on your group. If you and your group aren't into the living, breathing world playstyle, don't use it.
So when I hear "the party goes into a bar to hear rumors" I read that as "Players going to the GM for plot hooks"... and that doesn't scream living world to me.
But why would they? The DM of the living, breathing world playstyle is far more likely to try and figure out the logical conclusion or very often multiple possibilities and determine them randomly. Often they will assign percentages. The necromancer has a 60% chance to try and enslave the next village, a 25% chance to lay low for a few years in a nearby graveyard, a 10% chance to try and hunt down the PCs and a 5% chance to turn his life around and try and help people. Then a percentile die roll will be had and we see what happens.
Few people have offered anything like this during the discussion. Do you have any other examples you can think of that have come up in actual play?
There are a bunch of different ways to figure out how the world is going to proceed, and "I want it to be that way." is rarely going to be used, and when it is, it will almost always be because the option picked is overwhelmingly the obvious one for the NPC based on what is known about that NPC.
"I want it to be that way" would, I expect, be a very popular answer. Likely right after "That's the way I think it would go."
A DM who is that invested in what he creates shouldn't be a DM. They're the kind that make a DMPC and ruin games. They're also pretty rare. Thankfully, most DMs are okay with the necromancer going the way of the dodo and disappearing. They've got infinite NPCs and don't need to keep one around when it doesn't make sense to.
That's very harsh. I wouldn't say that a DM with a story in mind shouldn't DM. That would invalidate Adventure Paths entirely, which is the dominant play style.
I'm not describing anyone's play as good or bad... just different.
It depends on the thing that is coming up. The war news will travel to the PCs. The necromancer won't unless the DM rolled "hunt down the PCs." He's going to be local to where he was and if the PCs never go back, they aren't going to hear about him.
Maybe the news will travel. It's not necessary for news to travel to depict a living breathing world. Not always. We can also assume that the PCs hear of the far off war, but since they're involved with other stuff, they just don't do anything about that news.
I mean, why would they? Do they have loved ones affected by the war? Are they mercenaries looking for employment?
Or are they PCs waiting for some plot hooks?
No. Railroading comes from the personality of the DM, not the game played. Such a DM is as likely to railroad in D&D as any other RPG, and is also the type of person who demands the group play the board games he wants to play the way he wants to play them. It's not about the game. It's about the person.
No, that's not true. It's a combination of the person and the system. Some systems or processes/practices resist railroading much more than others. They make it much harder to do so. Others make it easier to do so.
If a person has always played a game that makes it easy to railroad, they may not even realize they're doing it. Or they may only see "railroading" in its most extreme versions.