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Has complexity every worked for you as a DM?
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<blockquote data-quote="kigmatzomat" data-source="post: 3439516" data-attributes="member: 9254"><p>There's different kinds of complex.</p><p></p><p>You have cat's cradle complex, which is an almost artifically confuscated series of events. History may be entangled but very rarely are the actual plots of multiple people so closely intertwined. </p><p></p><p>Then you have juggling complex. Juggling one ball is easy. Juggling two balls is doable. At three it starts getting messy and hard to track. This is what I use, several individually simple plots that are in various stages of completion. Some bit of the intermingling of plots happens but rarely on the Machiavellian level. The fact that players almost never see the entire picture adds an inherent level of complexity as far as they are concerned. </p><p></p><p>I've got about a dozen plots in play right now. I'd say four of them are campaign driven (meaning they are related to the core plot), a half dozen were spawned by player actions (leaving a BBEG alive, making an enemy of what should have been an ally), and the remaining two or three are player driven (players are actively working to cause certain events). </p><p></p><p>The "game" is now quite complicated but each plot is moderately simple if you can figure out what events were really part of which plot.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 3439516, member: 9254"] There's different kinds of complex. You have cat's cradle complex, which is an almost artifically confuscated series of events. History may be entangled but very rarely are the actual plots of multiple people so closely intertwined. Then you have juggling complex. Juggling one ball is easy. Juggling two balls is doable. At three it starts getting messy and hard to track. This is what I use, several individually simple plots that are in various stages of completion. Some bit of the intermingling of plots happens but rarely on the Machiavellian level. The fact that players almost never see the entire picture adds an inherent level of complexity as far as they are concerned. I've got about a dozen plots in play right now. I'd say four of them are campaign driven (meaning they are related to the core plot), a half dozen were spawned by player actions (leaving a BBEG alive, making an enemy of what should have been an ally), and the remaining two or three are player driven (players are actively working to cause certain events). The "game" is now quite complicated but each plot is moderately simple if you can figure out what events were really part of which plot. [/QUOTE]
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