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General Tabletop Discussion
*TTRPGs General
Handling behind the scenes events in your RPG game.
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<blockquote data-quote="John Out West" data-source="post: 7560202" data-attributes="member: 6893656"><p>I might suggest making a check list of events, as well as their ramifications. This way you can keep the important events near the characters. I generally prefer to use these events as obstacles for my players. They would get to understand the effects, so rather than hearing about the event, I would have them suffer the consequence of the event. The Town they are in is attacked, which they later learn is retaliation for the assassination. The Price of weapons are driven up by the trade embargo with the neighbors, and now they must sneak into the next province.</p><p></p><p>Regardless of where they are, they should generally feel the rippling effect of the event. I wouldn't plan anything that I didn't intend on having an effect on the players. Even if a king dies in a far kingdom, one of the players may be from that faction/faction race, and now be targeted by the locals or called a spy.</p><p></p><p>If a tree falls in the woods and nobody hears it, does it make a sound? Alternatively, If a king dies in a neighboring kingdom and it doesn't effect the players, does it matter? In order to invoke responses from the player, I would generally ensure that each event has an effect, at least on one player. It might help to make each PC from a different kingdom in this case.</p><p></p><p>Edit: With the "Each Player from a different Kingdom" mindset, some players may be invested in certain characters, businesses, or places. Saying that "The Land of Daria is under attack" doesn't have to have an immediate effect on a player IF one of the players lived in Daria, or had a lover there, or planned to retire there. This kind of preplanning could help a lot to invoke some emotion in the players.</p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="John Out West, post: 7560202, member: 6893656"] I might suggest making a check list of events, as well as their ramifications. This way you can keep the important events near the characters. I generally prefer to use these events as obstacles for my players. They would get to understand the effects, so rather than hearing about the event, I would have them suffer the consequence of the event. The Town they are in is attacked, which they later learn is retaliation for the assassination. The Price of weapons are driven up by the trade embargo with the neighbors, and now they must sneak into the next province. Regardless of where they are, they should generally feel the rippling effect of the event. I wouldn't plan anything that I didn't intend on having an effect on the players. Even if a king dies in a far kingdom, one of the players may be from that faction/faction race, and now be targeted by the locals or called a spy. If a tree falls in the woods and nobody hears it, does it make a sound? Alternatively, If a king dies in a neighboring kingdom and it doesn't effect the players, does it matter? In order to invoke responses from the player, I would generally ensure that each event has an effect, at least on one player. It might help to make each PC from a different kingdom in this case. Edit: With the "Each Player from a different Kingdom" mindset, some players may be invested in certain characters, businesses, or places. Saying that "The Land of Daria is under attack" doesn't have to have an immediate effect on a player IF one of the players lived in Daria, or had a lover there, or planned to retire there. This kind of preplanning could help a lot to invoke some emotion in the players. Hope this helps! [/QUOTE]
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