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<blockquote data-quote="Remathilis" data-source="post: 4867452" data-attributes="member: 7635"><p>Then the players are amoral basterds who could care less that a demon is being summoned. The PCs might go fight the cult with gusto (good), they might do it for the status quo/not wanting things to suck (neutral/unaligned) or they might not care, or secret want to help (evil). </p><p></p><p>Now there's a demon on the world, and he might have bigger plans. What that entails is up the DM. But, as Rush once said "If you choose not to decide, you still have made a choice."</p><p></p><p></p><p></p><p>Well, there is such as thing as too many plot hooks. A wise DM spaces his catastrophes with space between. The world IS static; it doesn't move in any way the DM doesn't want it to. Left on their own, Kings don't die, demons don't get summoned, or worlds don't get shattered. DMs do that, and the DM (as a PLAYER) has as much right to influence the world as the PCs do (as players).</p><p></p><p>Too much dynamicism leads to uncontrolable worlds where your actions don't matter. Too little leads to a cardboard cut-out world where the PCs are the only actors and the rest is all stage-prop. A mix, allowing the PCs to be proactive (lets go to Oakenshield Keep to plunder its riches) and reactive (Crap, that magic ring was a lich's phylactery and now he's loose in Greyhawk!) make the world appear dynmaic, but the action still focused on the players actions (and consequences).</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4867452, member: 7635"] Then the players are amoral basterds who could care less that a demon is being summoned. The PCs might go fight the cult with gusto (good), they might do it for the status quo/not wanting things to suck (neutral/unaligned) or they might not care, or secret want to help (evil). Now there's a demon on the world, and he might have bigger plans. What that entails is up the DM. But, as Rush once said "If you choose not to decide, you still have made a choice." Well, there is such as thing as too many plot hooks. A wise DM spaces his catastrophes with space between. The world IS static; it doesn't move in any way the DM doesn't want it to. Left on their own, Kings don't die, demons don't get summoned, or worlds don't get shattered. DMs do that, and the DM (as a PLAYER) has as much right to influence the world as the PCs do (as players). Too much dynamicism leads to uncontrolable worlds where your actions don't matter. Too little leads to a cardboard cut-out world where the PCs are the only actors and the rest is all stage-prop. A mix, allowing the PCs to be proactive (lets go to Oakenshield Keep to plunder its riches) and reactive (Crap, that magic ring was a lich's phylactery and now he's loose in Greyhawk!) make the world appear dynmaic, but the action still focused on the players actions (and consequences). [/QUOTE]
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