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<blockquote data-quote="Sacrosanct" data-source="post: 7555931" data-attributes="member: 15700"><p>I am a huge proponent of a living world. That means there are encounters that are too hard, and some that would be way easy. Whatever makes sense in that world. Rather than give a specific example, I think in general the key for me at least is to make sure everything impacts everything else as if it were a living world. Combat is very rarely an arena style after an arena style that doesn't impact anything else in most of my games.</p><p></p><p>For example, if a higher level party encounters and decides to wipe out a small goblin camp, how does that impact the area? Were the goblins an apex predator in that area? Will people move into the area now that it's been cleared? Will doing that deed put the PCs in a positive light among the community and thus they may get preferential treatment, advice, etc from said community? Or were those goblins working for a more powerful villain who now is upset his underlings got murderhobo'd?</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7555931, member: 15700"] I am a huge proponent of a living world. That means there are encounters that are too hard, and some that would be way easy. Whatever makes sense in that world. Rather than give a specific example, I think in general the key for me at least is to make sure everything impacts everything else as if it were a living world. Combat is very rarely an arena style after an arena style that doesn't impact anything else in most of my games. For example, if a higher level party encounters and decides to wipe out a small goblin camp, how does that impact the area? Were the goblins an apex predator in that area? Will people move into the area now that it's been cleared? Will doing that deed put the PCs in a positive light among the community and thus they may get preferential treatment, advice, etc from said community? Or were those goblins working for a more powerful villain who now is upset his underlings got murderhobo'd? [/QUOTE]
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