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<blockquote data-quote="Aikuchi" data-source="post: 2748903" data-attributes="member: 38713"><p>I read one of Danny Alcatraz' earlier posts about listening to the PC's discuss what they believed to be plot hooks, or ideas or what's 'really' happening. I like to create options out of those discussions. </p><p></p><p>If one of the options is close enough to what they've discussed, ti makes them feel great that they've figured it out (though I tend to throw in a little twist that they'll find out eventually if they choose to pursue the issue or follow through their decision). Oftentimes, they may choose not to purseu some of their intial actions. </p><p></p><p>I think its' great to naturally progress what their actions have created intheir aftermath. If they created much havoc in a town or city. They're likely to be unwelcome in the region as words spreads of the partys description (which may or may not be accurate at all). My players delight in knowing they left an indelible mark on every civilization they've encountered. </p><p></p><p>I have probably one or two main occurrences in the world, in which the players have no idea to an inkling off. Its usually only starts getting fleshed out after their first major encounter (from randomly generated ecounters).</p><p></p><p>This takes place regardless of their interaction. The entire realm is affected of course and there will be indications as the major influence take hold. The Pcs then get involved in an everchanging world. Whether or not they participate in the world event, is up to them. They could also continue with their random wandering but after awhile, they develop more quirks about the land (such as my Druid taking a dislike for the entire gnomish race becasue of ONE bad encounter).</p><p></p><p>Nonetheless, they feel an organic world. </p><p>They could fuel it, try and take time to understnad it or simply get be apathetic to the entire situation turning to more selfish means. But as they progress they personally create their own goals. The cant expand their power knowing there's another greater conquering menace in the north, Rivalry perhaps? Inherent moral code to put things back? Excite the sitaution, offer aid, spread malice, create a nuisance!</p><p></p><p>Many wonderful characters stem from their entounaters as well. NPC's take they take particualtly well to them make a comeback. Or thei'r names are heard of again by the PCs in the future.</p><p></p><p>Its all rather morphic in movement. </p><p></p><p>I have an entire world moving along and events unfolding. They can chooes to participate in ANY aspect of it. They canot *not* do anything because they'll surelly be affected by a world change as well. But they can choose how to act and react.</p><p></p><p>CR isn't usually a problem either. </p><p></p><p>At least my PC's are smart enuogh to stay awy from anything that seems beyond their scope of power .... most of the times. </p><p></p><p>---</p><p>I tend use the same realm technique and world concurrently with 2 gaming groups (at one point in the past)- and I got wonderful results. </p><p></p><p>Each group faced the world, quests, plots differently. And as I got back week to week to either group, they learn more about about each other unknowlingly. Stories trade back and forth. Backgrounds collide. (sigh...) </p><p></p><p>I miss that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I have faith and trust in my players that they will eventually go though enough trouble as a group to meld together as a group even when it seems they share no purpose. Stranger things have happened. Just as they trust and have to put faith in me that I'll run a fair and ultimately fun game. </p><p></p><p>I've rarely played any other way <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Aikuchi, post: 2748903, member: 38713"] I read one of Danny Alcatraz' earlier posts about listening to the PC's discuss what they believed to be plot hooks, or ideas or what's 'really' happening. I like to create options out of those discussions. If one of the options is close enough to what they've discussed, ti makes them feel great that they've figured it out (though I tend to throw in a little twist that they'll find out eventually if they choose to pursue the issue or follow through their decision). Oftentimes, they may choose not to purseu some of their intial actions. I think its' great to naturally progress what their actions have created intheir aftermath. If they created much havoc in a town or city. They're likely to be unwelcome in the region as words spreads of the partys description (which may or may not be accurate at all). My players delight in knowing they left an indelible mark on every civilization they've encountered. I have probably one or two main occurrences in the world, in which the players have no idea to an inkling off. Its usually only starts getting fleshed out after their first major encounter (from randomly generated ecounters). This takes place regardless of their interaction. The entire realm is affected of course and there will be indications as the major influence take hold. The Pcs then get involved in an everchanging world. Whether or not they participate in the world event, is up to them. They could also continue with their random wandering but after awhile, they develop more quirks about the land (such as my Druid taking a dislike for the entire gnomish race becasue of ONE bad encounter). Nonetheless, they feel an organic world. They could fuel it, try and take time to understnad it or simply get be apathetic to the entire situation turning to more selfish means. But as they progress they personally create their own goals. The cant expand their power knowing there's another greater conquering menace in the north, Rivalry perhaps? Inherent moral code to put things back? Excite the sitaution, offer aid, spread malice, create a nuisance! Many wonderful characters stem from their entounaters as well. NPC's take they take particualtly well to them make a comeback. Or thei'r names are heard of again by the PCs in the future. Its all rather morphic in movement. I have an entire world moving along and events unfolding. They can chooes to participate in ANY aspect of it. They canot *not* do anything because they'll surelly be affected by a world change as well. But they can choose how to act and react. CR isn't usually a problem either. At least my PC's are smart enuogh to stay awy from anything that seems beyond their scope of power .... most of the times. --- I tend use the same realm technique and world concurrently with 2 gaming groups (at one point in the past)- and I got wonderful results. Each group faced the world, quests, plots differently. And as I got back week to week to either group, they learn more about about each other unknowlingly. Stories trade back and forth. Backgrounds collide. (sigh...) I miss that :D I have faith and trust in my players that they will eventually go though enough trouble as a group to meld together as a group even when it seems they share no purpose. Stranger things have happened. Just as they trust and have to put faith in me that I'll run a fair and ultimately fun game. I've rarely played any other way :D [/QUOTE]
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