I always found character interaction with the game world important, the characters are impacting the world and they should see those changes and are impacted by them.
I use this example a lot: if the characters burn down a tavern, for the few months they will see construction or just the ruins, maybe they see a little girl placing flowers on the brunt steps, maybe they start to be "known arsonist", or all the above.
Just remember there is a reaction for their actions and tales run faster than the characters. I guess you can call it reputation and decide for yourself if it is good or bad. Oh, if the group does not have a name for itself, start calling it by the character's name with the highest CHR and just insert their adventures into the gossip of the land.
Just ask, what happens now that the adventures have killed all the bad guys...what fills the void?
I use this example a lot: if the characters burn down a tavern, for the few months they will see construction or just the ruins, maybe they see a little girl placing flowers on the brunt steps, maybe they start to be "known arsonist", or all the above.
Just remember there is a reaction for their actions and tales run faster than the characters. I guess you can call it reputation and decide for yourself if it is good or bad. Oh, if the group does not have a name for itself, start calling it by the character's name with the highest CHR and just insert their adventures into the gossip of the land.
Just ask, what happens now that the adventures have killed all the bad guys...what fills the void?
Last edited: