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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Sadras" data-source="post: 7559850" data-attributes="member: 6688277"><p>Let me take a stab at it, as I used the word <em>realistic</em> in haste.</p><p></p><p>So (1) was free for the PCs to pursue other goals should they want to alongside the main campaign or exclusively from it.</p><p>(2) Was so that the setting would appear less contrived if that makes any sense.</p><p></p><p>So yes I ramshod a few AP's and modules onto the setting, they're adventure hooks, I have no idea if the PC's will pursue any or how they will pursue them. But the setting has to feel like it isn't only about these AP's and modules which often seem to manufacture a particular square of exploration all to do with the AP's and modules which seems uncharacteristically contrived.</p><p>There are many more things happening along the Sword Coast besides say the ToD and SKT storylines. Some complex and some less so and anytime spent away from the main setting's storyline pursuing other adventures affects the plot line of the AP's. Time marches on, Council Meetings are missed, opportunities to capture a Wyrmspeaker, obtain a Dragon Mask, halt marauding Giants...all these adventures are lost as we get closer to Chaos. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>So there is a sense that the stakes are high and decisions taken matter more so because everything doesn't remain static until the PCs arrive. The setting is not turn-based. It is my humble attempt to make it a living breathing world, more <em>realistic</em> in the common tongue.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7559850, member: 6688277"] Let me take a stab at it, as I used the word [I]realistic[/I] in haste. So (1) was free for the PCs to pursue other goals should they want to alongside the main campaign or exclusively from it. (2) Was so that the setting would appear less contrived if that makes any sense. So yes I ramshod a few AP's and modules onto the setting, they're adventure hooks, I have no idea if the PC's will pursue any or how they will pursue them. But the setting has to feel like it isn't only about these AP's and modules which often seem to manufacture a particular square of exploration all to do with the AP's and modules which seems uncharacteristically contrived. There are many more things happening along the Sword Coast besides say the ToD and SKT storylines. Some complex and some less so and anytime spent away from the main setting's storyline pursuing other adventures affects the plot line of the AP's. Time marches on, Council Meetings are missed, opportunities to capture a Wyrmspeaker, obtain a Dragon Mask, halt marauding Giants...all these adventures are lost as we get closer to Chaos. :) So there is a sense that the stakes are high and decisions taken matter more so because everything doesn't remain static until the PCs arrive. The setting is not turn-based. It is my humble attempt to make it a living breathing world, more [I]realistic[/I] in the common tongue. [/QUOTE]
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