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Experiencing the fiction in RPG play
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<blockquote data-quote="Lanefan" data-source="post: 7820575" data-attributes="member: 29398"><p>Yeah, we're on different sides of the fence on this one. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Agreed. But note, "the setting is a dynamic place" is just "a living breathing world" writ different.</p><p></p><p>Not quite. The intent is to provide a compelling play space, in knowledge that there will be elements with which the players interact and elements with which they do not.</p><p></p><p>The elements with which the players choose to interact then become the places where they will (almost certainly) cause changes to what otherwise would have happened. Those elements that are left alone, however, will just proceed on their merry way as pre-determined by the DM; with later knock-on effects (if any) to the players/PCs being determined via cause and effect as play rolls on.</p><p></p><p>Using my example from earlier regarding the fall of the West Marches; an obvious knock-on effect to the PCs would arise had their next intended mission been in the Jasper Mountains, as that has now just unexpectedly become a war zone. But just as easily that war in the west might have no effect on the PCs at all other than to provide conversation fodder in the taverns. Relating the news, however, adds to the sense that things of potential importance are also happening in places other than where the PCs happen to be - that the world extends beyond the PCs' field of view or perception.</p><p></p><p>Put another way, it's a living breathing setting and you-as-DM are its beating heart.</p><p></p><p>Adventures, scenarios, framed scenes, a sandbox - all those are just bigger or smaller parts of the whole (sometimes even parts of each other e.g. a scene is part of an adventure which in turn is part of a sandbox).</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7820575, member: 29398"] Yeah, we're on different sides of the fence on this one. :) Agreed. But note, "the setting is a dynamic place" is just "a living breathing world" writ different. Not quite. The intent is to provide a compelling play space, in knowledge that there will be elements with which the players interact and elements with which they do not. The elements with which the players choose to interact then become the places where they will (almost certainly) cause changes to what otherwise would have happened. Those elements that are left alone, however, will just proceed on their merry way as pre-determined by the DM; with later knock-on effects (if any) to the players/PCs being determined via cause and effect as play rolls on. Using my example from earlier regarding the fall of the West Marches; an obvious knock-on effect to the PCs would arise had their next intended mission been in the Jasper Mountains, as that has now just unexpectedly become a war zone. But just as easily that war in the west might have no effect on the PCs at all other than to provide conversation fodder in the taverns. Relating the news, however, adds to the sense that things of potential importance are also happening in places other than where the PCs happen to be - that the world extends beyond the PCs' field of view or perception. Put another way, it's a living breathing setting and you-as-DM are its beating heart. Adventures, scenarios, framed scenes, a sandbox - all those are just bigger or smaller parts of the whole (sometimes even parts of each other e.g. a scene is part of an adventure which in turn is part of a sandbox). [/QUOTE]
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