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<blockquote data-quote="takasi" data-source="post: 4867371" data-attributes="member: 20194"><p>I personally prefer a world where there are few major changes to the status quo. There's still day and night, seasons, orc raiders, births and deaths, routine stuff. The world does move, but it's still pretty much the same. But it's a pretty crappy world, and players have the opportunity to make it better. </p><p></p><p>This is not a 'world where nothing happens'.</p><p></p><p></p><p></p><p>Care to share these studies? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>At least in the scope of a D&D game, for a realistic medieval game I don't see major upheaval happening on a daily basis for any given community. Maybe a few times in a generation at most. This is fantasy though, and it can happen as frequently as the table can stomach.</p><p></p><p></p><p></p><p>I personally don't prefer revolving events around the PCs. I like an independent world where events do occur outside of the scope of the PCs. It makes the game world realistic. </p><p></p><p>Status quo does not mean the world stops completely and waits for the PCs to do something. It just means that in general things don't change very frequently. In this example the cult takes its time. Players might stumble upon the plot and deal with it, but they would get a sense that the cult has been around for a while and it'll still be there tomorrow if they want to deal with it. These more procrastinator friendly worlds give players more freedom.</p></blockquote><p></p>
[QUOTE="takasi, post: 4867371, member: 20194"] I personally prefer a world where there are few major changes to the status quo. There's still day and night, seasons, orc raiders, births and deaths, routine stuff. The world does move, but it's still pretty much the same. But it's a pretty crappy world, and players have the opportunity to make it better. This is not a 'world where nothing happens'. Care to share these studies? :) At least in the scope of a D&D game, for a realistic medieval game I don't see major upheaval happening on a daily basis for any given community. Maybe a few times in a generation at most. This is fantasy though, and it can happen as frequently as the table can stomach. I personally don't prefer revolving events around the PCs. I like an independent world where events do occur outside of the scope of the PCs. It makes the game world realistic. Status quo does not mean the world stops completely and waits for the PCs to do something. It just means that in general things don't change very frequently. In this example the cult takes its time. Players might stumble upon the plot and deal with it, but they would get a sense that the cult has been around for a while and it'll still be there tomorrow if they want to deal with it. These more procrastinator friendly worlds give players more freedom. [/QUOTE]
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