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Build for players, or build natural?
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<blockquote data-quote="Edwin Suijkerbuijk" data-source="post: 6908095" data-attributes="member: 6801221"><p>There are some tricks to make a world feal natural but take character level in account.</p><p>One trick is to imagine escalating situations in sifrent areas in the world and how they might play out if the players woulden't be there.</p><p></p><p>for example it bigins with 2 thieves guilds fighting for control of a province and could escalate in the following way.</p><p></p><p>1) guild A is planing a major heist to get enough money to hire mercenaries to finish of guild B</p><p>2) After pulling of the heist guild A hired an Ogre (or multiple) to help them fight guild B</p><p>3) the ogre contacted his chieftan about how easy the humans are to kill, and the ogre chieftan brings in more ogers trying to take control of guild A.</p><p>4) the group os ogers terrorise the province and take control of a small part of the area</p><p>5) The ogre chiftans goal changes from just raiding to conquest bringing in more ogers and calling in his allies.</p><p>6) full war where the ogers conquer most of the province. guild B and what is left of guild A with the army of the area as scouts.</p><p>7) ogers have totaly conqured the area the thieves guilds are using their thieves hideouts to run a resistance.</p><p>8) the ogers giant overlords find out they took control of the area and come in taking control from the ogers.</p><p>9) The king starts building his army to get the province back under control.</p><p>10) full out war with the giants.</p><p></p><p>Where in this escalation the situation is ticks over depends the level of thr player characters.</p><p>when the character are not in the province where this takes place rumors about the situation will reach them.</p><p>advancing the escalating situation in this way means the chalange rises with the level of the players and they will not end up facing situaltions that aren't challenging to them.</p></blockquote><p></p>
[QUOTE="Edwin Suijkerbuijk, post: 6908095, member: 6801221"] There are some tricks to make a world feal natural but take character level in account. One trick is to imagine escalating situations in sifrent areas in the world and how they might play out if the players woulden't be there. for example it bigins with 2 thieves guilds fighting for control of a province and could escalate in the following way. 1) guild A is planing a major heist to get enough money to hire mercenaries to finish of guild B 2) After pulling of the heist guild A hired an Ogre (or multiple) to help them fight guild B 3) the ogre contacted his chieftan about how easy the humans are to kill, and the ogre chieftan brings in more ogers trying to take control of guild A. 4) the group os ogers terrorise the province and take control of a small part of the area 5) The ogre chiftans goal changes from just raiding to conquest bringing in more ogers and calling in his allies. 6) full war where the ogers conquer most of the province. guild B and what is left of guild A with the army of the area as scouts. 7) ogers have totaly conqured the area the thieves guilds are using their thieves hideouts to run a resistance. 8) the ogers giant overlords find out they took control of the area and come in taking control from the ogers. 9) The king starts building his army to get the province back under control. 10) full out war with the giants. Where in this escalation the situation is ticks over depends the level of thr player characters. when the character are not in the province where this takes place rumors about the situation will reach them. advancing the escalating situation in this way means the chalange rises with the level of the players and they will not end up facing situaltions that aren't challenging to them. [/QUOTE]
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