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<blockquote data-quote="Krensky" data-source="post: 4867330" data-attributes="member: 30936"><p>Yet you are advocating a world were nothing happens unless the player characters initiate it. </p><p></p><p></p><p></p><p>These happen every day in the real world and careful studies have shown that's been the case for a long, long time.</p><p></p><p></p><p></p><p>In the last fantasy game I ran there might be one noteworthy bizarre event a month to a year. Cow with two heads, man bites dog, crop circle, whatever. Most of these have no real effect on the world as a whole. They don't in real life. On the small area the PCs are dealing with they can.</p><p></p><p></p><p></p><p>Danger or the perception of danger changes society by it's very nature.</p><p></p><p></p><p></p><p>Part of the world I last ran and hope to run again are like that. Others are not. Most of the action last time I ran it took place in a place prone to bad storms because that's where the prizes were to be had.</p><p></p><p></p><p></p><p>Depends on the table.</p><p></p><p></p><p></p><p>Wow. That's a completely ridiculous extreme. I've only ever seen that in a supers game where it's to be expected.</p><p></p><p></p><p></p><p>I think you're conflating different things here. Status Quo would involve the cult not doing anything until the PCs stumble on it. Dynamic would involve the GM having some idea of the cult's motivations, methods, progress, and timetable. A cult of the tentacley-faced squid god has a scheme to wake him up they have been working on for over a century. If they can do X, Y, and Z by the next solar elcipse, something bad will happen.</p><p></p><p>Now, if the players ignore the hooks or just don't see them and go and follow something else, a decent GM will either have them fail quietly off camera or have them succeed (or fail) in some way that has the potential to cause problems (read: adventures). A bad GM will have them under every rock until the players address it. A stunningly bad GM would run to the date of the eclipse, describe the end of the world, and then end the game, blaming the players for not saving the world because they didn't think the rumors of the cult were compelling or didn't even hear them because they didn't stop at the right tavern.</p><p></p><p>You seem to be saying all dynamic worlds involve world shattering events, all the time. That's not how things go.</p></blockquote><p></p>
[QUOTE="Krensky, post: 4867330, member: 30936"] Yet you are advocating a world were nothing happens unless the player characters initiate it. These happen every day in the real world and careful studies have shown that's been the case for a long, long time. In the last fantasy game I ran there might be one noteworthy bizarre event a month to a year. Cow with two heads, man bites dog, crop circle, whatever. Most of these have no real effect on the world as a whole. They don't in real life. On the small area the PCs are dealing with they can. Danger or the perception of danger changes society by it's very nature. Part of the world I last ran and hope to run again are like that. Others are not. Most of the action last time I ran it took place in a place prone to bad storms because that's where the prizes were to be had. Depends on the table. Wow. That's a completely ridiculous extreme. I've only ever seen that in a supers game where it's to be expected. I think you're conflating different things here. Status Quo would involve the cult not doing anything until the PCs stumble on it. Dynamic would involve the GM having some idea of the cult's motivations, methods, progress, and timetable. A cult of the tentacley-faced squid god has a scheme to wake him up they have been working on for over a century. If they can do X, Y, and Z by the next solar elcipse, something bad will happen. Now, if the players ignore the hooks or just don't see them and go and follow something else, a decent GM will either have them fail quietly off camera or have them succeed (or fail) in some way that has the potential to cause problems (read: adventures). A bad GM will have them under every rock until the players address it. A stunningly bad GM would run to the date of the eclipse, describe the end of the world, and then end the game, blaming the players for not saving the world because they didn't think the rumors of the cult were compelling or didn't even hear them because they didn't stop at the right tavern. You seem to be saying all dynamic worlds involve world shattering events, all the time. That's not how things go. [/QUOTE]
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