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How consistent is your game world?
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<blockquote data-quote="Samothdm" data-source="post: 2128423" data-attributes="member: 5473"><p>I find myself in that predicament all the time because I haven't codified every single detail of my campaign world. Then, a year or so after I've made a decision, I realize "Oh, I should have done it <em>this</em> way." </p><p></p><p>I handle it differently depending on how important it is:</p><p></p><p>1) I'd say 75% of the time I just let it go. I'm the only one that knows the difference, so who cares?</p><p>2) Another 20% of the time, I'll actually try to get creative and figure out a way to make the original decision work within my storyline or world design or whatever. I've found this to be pretty rewarding, actually because I've been able to tie together two or three things that seemed completely unrelated when I made the initial decision but now work within a bigger context of the campaign. That's kind of fun.</p><p>3) If it's a big deal and I feel it's truly important to the campaign, I'll talk with the players and apply the change moving forward. This is usually done with game mechanics rather than story elements, but I've done it with story elements before and they're usually pretty cool about it.</p></blockquote><p></p>
[QUOTE="Samothdm, post: 2128423, member: 5473"] I find myself in that predicament all the time because I haven't codified every single detail of my campaign world. Then, a year or so after I've made a decision, I realize "Oh, I should have done it [i]this[/i] way." I handle it differently depending on how important it is: 1) I'd say 75% of the time I just let it go. I'm the only one that knows the difference, so who cares? 2) Another 20% of the time, I'll actually try to get creative and figure out a way to make the original decision work within my storyline or world design or whatever. I've found this to be pretty rewarding, actually because I've been able to tie together two or three things that seemed completely unrelated when I made the initial decision but now work within a bigger context of the campaign. That's kind of fun. 3) If it's a big deal and I feel it's truly important to the campaign, I'll talk with the players and apply the change moving forward. This is usually done with game mechanics rather than story elements, but I've done it with story elements before and they're usually pretty cool about it. [/QUOTE]
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