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How "alive" should the world be - outside the scope of the PCs?
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<blockquote data-quote="Jhaelen" data-source="post: 7272813" data-attributes="member: 46713"><p>Given that blowing up the world will probably end your campaign, you should only do it, if that's exactly what you want to do!</p><p></p><p>If you'd prefer to continue your campaign, describe the initial effects that the doomsday device has upon the world, e.g. have it destroy a neighbouring country (or even their homebase), i.e. something that will drive home the point that they'd better deal with it personally, posthaste.</p><p></p><p>Alternatively, if you aren't really interested in the PCs dealing with the doomsday device, have npc forces succeed to eliminate the threat, but make them feel the consequences (either as above or by having them fall from favor, i.e. the npcs become the new heroes).</p><p></p><p>In my campaigns I always try to create more adventure hooks than the PCs can deal with. They must decide on their priorities (or preferences). Basically, the hooks that they aren't interested in get resolved in some way without their participation, and those they want to deal with at some later point, develop further or escalate until they're prepared to tackle them.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7272813, member: 46713"] Given that blowing up the world will probably end your campaign, you should only do it, if that's exactly what you want to do! If you'd prefer to continue your campaign, describe the initial effects that the doomsday device has upon the world, e.g. have it destroy a neighbouring country (or even their homebase), i.e. something that will drive home the point that they'd better deal with it personally, posthaste. Alternatively, if you aren't really interested in the PCs dealing with the doomsday device, have npc forces succeed to eliminate the threat, but make them feel the consequences (either as above or by having them fall from favor, i.e. the npcs become the new heroes). In my campaigns I always try to create more adventure hooks than the PCs can deal with. They must decide on their priorities (or preferences). Basically, the hooks that they aren't interested in get resolved in some way without their participation, and those they want to deal with at some later point, develop further or escalate until they're prepared to tackle them. [/QUOTE]
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How "alive" should the world be - outside the scope of the PCs?
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