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How "alive" should the world be - outside the scope of the PCs?
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<blockquote data-quote="Sunseeker" data-source="post: 7272610"><p>I disagree, to an extent. I agree that if the players don't pick up the quest from the scruffy doomsayer on the street which was set up to be the lead-in quest to "God of Death Destroys the World", yeah, just leave that little gear alone. But at some point the party needs to "get it" without the DM bluntly telling them "if you ignore this quest the game is basically over because noone will stop DeathGod. No, reasonably speaking it's up to the DM to give enough in-world hints that bowing out before the final bell is a bad idea, if the players aren't "getting it" because it hasn't been <em>reasonably</em> laid out within the game world, yeah that's the DMs fault and the Table should probably talk about that. </p><p></p><p>Otherwise, there are better alternatives to just pressing the "pause" button on a major questline. Like, having an NPC group of adventurers resolve the situation. It both denies the players the ability to "come back later" and also shows them what they're missing out on by calling it quits early. Or potentially having a <em>worse</em> bad guy defeat the lesser evil and now there's an even <em>bigger</em> problem, but that's still got the "wheels in motion, spiraling out of control" problem without player input.</p><p></p><p>----------</p><p></p><p>@OP, in my games, the world is more alive the closer players get to it and the larger the element of the gameworld is. IE: the people of Townsville are more detailed when the players interact with the, but their day-to-day routine, which the players may witness up close, gets ignored in my larger world when the players aren't around. Large elements like political dealings between kingdoms take place, so a war make break out, or get settled in a far away land even without the players involved, but the specific details (who started it, how bad it was, which prince betrayed who) don't get filled in until the players get close to the events.</p><p></p><p>Think of it like zooming out on Google Maps. The further away you get, the less detail is written on the map.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7272610"] I disagree, to an extent. I agree that if the players don't pick up the quest from the scruffy doomsayer on the street which was set up to be the lead-in quest to "God of Death Destroys the World", yeah, just leave that little gear alone. But at some point the party needs to "get it" without the DM bluntly telling them "if you ignore this quest the game is basically over because noone will stop DeathGod. No, reasonably speaking it's up to the DM to give enough in-world hints that bowing out before the final bell is a bad idea, if the players aren't "getting it" because it hasn't been [I]reasonably[/I] laid out within the game world, yeah that's the DMs fault and the Table should probably talk about that. Otherwise, there are better alternatives to just pressing the "pause" button on a major questline. Like, having an NPC group of adventurers resolve the situation. It both denies the players the ability to "come back later" and also shows them what they're missing out on by calling it quits early. Or potentially having a [I]worse[/I] bad guy defeat the lesser evil and now there's an even [I]bigger[/I] problem, but that's still got the "wheels in motion, spiraling out of control" problem without player input. ---------- @OP, in my games, the world is more alive the closer players get to it and the larger the element of the gameworld is. IE: the people of Townsville are more detailed when the players interact with the, but their day-to-day routine, which the players may witness up close, gets ignored in my larger world when the players aren't around. Large elements like political dealings between kingdoms take place, so a war make break out, or get settled in a far away land even without the players involved, but the specific details (who started it, how bad it was, which prince betrayed who) don't get filled in until the players get close to the events. Think of it like zooming out on Google Maps. The further away you get, the less detail is written on the map. [/QUOTE]
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How "alive" should the world be - outside the scope of the PCs?
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