Fanaelialae
Legend
For those of you who say that your players don't care about story consequences, why have a story at all? I realize that the story in these games is emergent, but that's still a story. It would be far less work to run the game as a series of skirmishes or old-school dungeon delve sans over world. You could even design the skirmishes as large set pieces designed to encourage a Pragmatic approach.
It sounds like your players could care less so long as they get experience and treasure, and might even prefer it that way since they could extract the experience and treasure more efficiently. So why go through the presumably not-insignificant effort of creating a living campaign world? Is it just for your own enjoyment, or for some other reason?
It sounds like your players could care less so long as they get experience and treasure, and might even prefer it that way since they could extract the experience and treasure more efficiently. So why go through the presumably not-insignificant effort of creating a living campaign world? Is it just for your own enjoyment, or for some other reason?