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<blockquote data-quote="Lord Captian Tobacco" data-source="post: 5282728" data-attributes="member: 93707"><p>60% Bad marketing. </p><p>10% Language/pronunciation problems.</p><p>10% Time.</p><p>20% Failure of consequence.</p><p></p><p>The first two have been covered, so I'll hit the other last two.</p><p></p><p>Time. Not time to play, but time for preparation on the part of the GM and the March of Time for the character. Any game involving kings will take a great story arc and lots of planning to cover the changes made by the passage of the players. Wars. Births. Inventions. Demographic shifts. All WILL change with the actions of any movers and shakers in the world; this is all too static in FR and Greyhawk. Yes, I know that timelines are included in both settings but how often are they used? With a quick show of hands we know how many GMs track the weeks it takes to travel from one part of the map to the other but rather than breakingsession and saying "Winter passes and with spring approaching; you set out to cross the Mountians of Icy Death." That is unless you want to run a winter game.</p><p></p><p>Failure of consequence is the inaction of other regents tword the players plans and activities. If each country and provence is its own entity the players will soon be faced with the same things that they are doing. </p><p>If the player agitates a neighbor, others should do the same to the player.</p><p>The building of forces should invite a spoiling attack.</p><p>Embarking a quest to retrieve a powerful item may return to find that a theft has occoured at home.</p><p>When the PC ruler had declined to marry the person the king has decided they would; you have earned the disfavor of a king. Your land WILL suffer as a result. </p><p>Or not if the GM does not consider Sir Issiacs law about equal and opposite reactions. </p><p></p><p>This is what I think caused the game world to be less popular than it could have been...</p></blockquote><p></p>
[QUOTE="Lord Captian Tobacco, post: 5282728, member: 93707"] 60% Bad marketing. 10% Language/pronunciation problems. 10% Time. 20% Failure of consequence. The first two have been covered, so I'll hit the other last two. Time. Not time to play, but time for preparation on the part of the GM and the March of Time for the character. Any game involving kings will take a great story arc and lots of planning to cover the changes made by the passage of the players. Wars. Births. Inventions. Demographic shifts. All WILL change with the actions of any movers and shakers in the world; this is all too static in FR and Greyhawk. Yes, I know that timelines are included in both settings but how often are they used? With a quick show of hands we know how many GMs track the weeks it takes to travel from one part of the map to the other but rather than breakingsession and saying "Winter passes and with spring approaching; you set out to cross the Mountians of Icy Death." That is unless you want to run a winter game. Failure of consequence is the inaction of other regents tword the players plans and activities. If each country and provence is its own entity the players will soon be faced with the same things that they are doing. If the player agitates a neighbor, others should do the same to the player. The building of forces should invite a spoiling attack. Embarking a quest to retrieve a powerful item may return to find that a theft has occoured at home. When the PC ruler had declined to marry the person the king has decided they would; you have earned the disfavor of a king. Your land WILL suffer as a result. Or not if the GM does not consider Sir Issiacs law about equal and opposite reactions. This is what I think caused the game world to be less popular than it could have been... [/QUOTE]
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