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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8167664"><p>Again, I think this is where living world becomes important. For me it is much less about hex crawl discovery and more about what is there to work with in the setting. My games place a lot of emphasis on sects, grudges, and politics. So if players are seeking to establish their own sect for example, while they may venture into crazy dungeons to obtain a manual with a special technique or go off to the southern lands where they trudge through unknown places in order to gain audience with some powerful being, inside the known world, they are very much more focused on things like arranging a meeting with a rival sect leader, forming an alliance with one of their enemies enemies, securing salt mines in the desert so they have wealth to use for gaining recruits, etc. They may be looking at the geography more from a 'where is the ideal location for our headquarters' kind of thing.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8167664"] Again, I think this is where living world becomes important. For me it is much less about hex crawl discovery and more about what is there to work with in the setting. My games place a lot of emphasis on sects, grudges, and politics. So if players are seeking to establish their own sect for example, while they may venture into crazy dungeons to obtain a manual with a special technique or go off to the southern lands where they trudge through unknown places in order to gain audience with some powerful being, inside the known world, they are very much more focused on things like arranging a meeting with a rival sect leader, forming an alliance with one of their enemies enemies, securing salt mines in the desert so they have wealth to use for gaining recruits, etc. They may be looking at the geography more from a 'where is the ideal location for our headquarters' kind of thing. [/QUOTE]
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