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GM fiat - an illustration
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9638646" data-attributes="member: 82106"><p>In thinking about this exchange I expect we probably aren't entirely on the same page with what we consider significant, or at least the scope of things being tracked. Most games will spin out 100s or 1000s of facts, certainly, especially if it is a longer form campaign. I'm just thinking of things that are in motion, and are likely to impact the situation on their own. Like BitD clocks will keep ticking and something will manifest at the end, and maybe even at certain ticks. Beyond that, yes, there may also be situational kind of stuff where some character goes and visits a location and it is determined that something there changed, it is perhaps linked to other things that happened onscreen, etc </p><p></p><p>I'll be honest, while I have a pretty good ability to keep stuff in mind, over time I've come to find that, in RPGs, KISS is a golden rule! Obscure stuff, loads of extra detail, etc. generally is low payoff for the cost of tracking minutia. It's good to keep some details in mind, and refer back to stuff sometimes, or bring an old situation back in a new state to provide the feeling of continuity and reward players with fun reminders and whatnot of past play. I just don't find a lot of it to be very plot relevant.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9638646, member: 82106"] In thinking about this exchange I expect we probably aren't entirely on the same page with what we consider significant, or at least the scope of things being tracked. Most games will spin out 100s or 1000s of facts, certainly, especially if it is a longer form campaign. I'm just thinking of things that are in motion, and are likely to impact the situation on their own. Like BitD clocks will keep ticking and something will manifest at the end, and maybe even at certain ticks. Beyond that, yes, there may also be situational kind of stuff where some character goes and visits a location and it is determined that something there changed, it is perhaps linked to other things that happened onscreen, etc I'll be honest, while I have a pretty good ability to keep stuff in mind, over time I've come to find that, in RPGs, KISS is a golden rule! Obscure stuff, loads of extra detail, etc. generally is low payoff for the cost of tracking minutia. It's good to keep some details in mind, and refer back to stuff sometimes, or bring an old situation back in a new state to provide the feeling of continuity and reward players with fun reminders and whatnot of past play. I just don't find a lot of it to be very plot relevant. [/QUOTE]
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