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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8167902"><p>Couple of things about this one. The War of Swarming Beggars I put up on my blog. I think I put it up in 2018, but I actually wrote the material closer to 2016, so it has been a long time. I will try to answer this and the other questions as best I can, but I have an atrocious memory, so do take my answers with that in mind as I could easily be misremembering something. </p><p></p><p>But the first thing to bear in mind is War of Swarming Beggars was written to be a module and campaign setting supplement. That it is part module, means it isn't going to be exactly like a campaign at my table (there is more of a premise here if that makes sense). But what it is intending to do is to give the GM a sense of how a sect more might arise and be handled in my Drama+Sandbox setting. This was also written before my Disposable Disciples campaign. That campaign was quite long and reshaped some of my thinking about how to run drama sandbox. </p><p></p><p>The most important thing though is War of Swarming Beggars is really much more than the sect war premise. That is part of it. But if you look at the other sections you will see there are places, NPCs, and more. For example, players could completely ignore the sect war, and go to the city of Dee to seek their fortune. </p><p></p><p>When I say there is no adventure, all I mean there is I didn't structure the adventure around set-pieces, scenes, events, nodes, etc. The adventure is a scenario: there is this sect war, here is what everyone is trying to do, here is how the players might be hooked into it. If they engage the sect war, let it play out organically. All the tools such as the tables, as there to help facilitate the background sect war unfolding (this can become really important though because sit matters if one side is losing badly, and it matters if specific members of the organization are alive or dead). </p><p></p><p>So the discovery is through the interactions. The players decide to involve themselves and do X, when word of this reaches the rival sect, maybe they do Y . Also because that sect war is running in the background the GM needs to account for how the sects react to their changing fortunes. Not sure if this answers your question or not. I don't think it can be pinned down to one procedure if that is your question.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8167902"] Couple of things about this one. The War of Swarming Beggars I put up on my blog. I think I put it up in 2018, but I actually wrote the material closer to 2016, so it has been a long time. I will try to answer this and the other questions as best I can, but I have an atrocious memory, so do take my answers with that in mind as I could easily be misremembering something. But the first thing to bear in mind is War of Swarming Beggars was written to be a module and campaign setting supplement. That it is part module, means it isn't going to be exactly like a campaign at my table (there is more of a premise here if that makes sense). But what it is intending to do is to give the GM a sense of how a sect more might arise and be handled in my Drama+Sandbox setting. This was also written before my Disposable Disciples campaign. That campaign was quite long and reshaped some of my thinking about how to run drama sandbox. The most important thing though is War of Swarming Beggars is really much more than the sect war premise. That is part of it. But if you look at the other sections you will see there are places, NPCs, and more. For example, players could completely ignore the sect war, and go to the city of Dee to seek their fortune. When I say there is no adventure, all I mean there is I didn't structure the adventure around set-pieces, scenes, events, nodes, etc. The adventure is a scenario: there is this sect war, here is what everyone is trying to do, here is how the players might be hooked into it. If they engage the sect war, let it play out organically. All the tools such as the tables, as there to help facilitate the background sect war unfolding (this can become really important though because sit matters if one side is losing badly, and it matters if specific members of the organization are alive or dead). So the discovery is through the interactions. The players decide to involve themselves and do X, when word of this reaches the rival sect, maybe they do Y . Also because that sect war is running in the background the GM needs to account for how the sects react to their changing fortunes. Not sure if this answers your question or not. I don't think it can be pinned down to one procedure if that is your question. [/QUOTE]
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