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Has complexity every worked for you as a DM?
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<blockquote data-quote="Wombat" data-source="post: 1818455" data-attributes="member: 8447"><p>Start simple, end complex.</p><p></p><p>That's how I tend to run my campaigns <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The first few adventures are merely there to introduce the world, shake out the characters and their place in it, and figure out how "regular things" work and fit.</p><p></p><p>But then the complexity arises. Players start seeing certain NPCs over and over, both those who aid the group and those who oppose it. Statements made seemingly off-the-cuff appear to have greater meaning. Rumours that seemed innocuous before take on importance. And that nice-but-hardly-special magic item might prove to be much more than it actually seemed at first. </p><p></p><p>Some "obvious problems" or "known conspiracies" turn out just to be paranoia on the part of the players; other groupings become incredibly nasty. Recurring villains, references to books or lost spells, a mark seen over and over at the site of certain types of crimes weave into a bigger story. </p><p></p><p>Oh yes, I love complexity in my games <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> So do my players <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Wombat, post: 1818455, member: 8447"] Start simple, end complex. That's how I tend to run my campaigns :) The first few adventures are merely there to introduce the world, shake out the characters and their place in it, and figure out how "regular things" work and fit. But then the complexity arises. Players start seeing certain NPCs over and over, both those who aid the group and those who oppose it. Statements made seemingly off-the-cuff appear to have greater meaning. Rumours that seemed innocuous before take on importance. And that nice-but-hardly-special magic item might prove to be much more than it actually seemed at first. Some "obvious problems" or "known conspiracies" turn out just to be paranoia on the part of the players; other groupings become incredibly nasty. Recurring villains, references to books or lost spells, a mark seen over and over at the site of certain types of crimes weave into a bigger story. Oh yes, I love complexity in my games :) So do my players :) [/QUOTE]
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