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<blockquote data-quote="Haltherrion" data-source="post: 5469154" data-attributes="member: 18253"><p>In general, it's better not to send them off into a completely new region simply because the ref has run out of ideas. It can be frustrating for the players and undercut your standing with the group.</p><p> </p><p>That's not to say it can't be done, especially if out of game you and the rest of the group have already talked about "doing something different." And for your first ref'ing experience, it's fine to focus on getting the basic mechanics in place and not worry too much about continuity.</p><p> </p><p>But long term, contintuity does matter. Players develop a PC in a particularly setting and usually expect some persistence in the world so they can leverage what they have experienced.</p><p> </p><p>Turning to fiction as an analog, you can find pro and con ways of looking at it.</p><p> </p><p>Would you like it if in the middle of a book, the author suddenly has the protagonist go off to a completely new country and forget about the first half of the book? Probably not.</p><p> </p><p>On the other hand, every new James Bond adventure takes place in a new place with new villains.</p><p> </p><p>So as long as you try to make the transition look more like the latter ("we've finished one story and are ready for another") and not like a change mid-plot, it can be okay. Again, though, it may make your players wonder about your ability to see a concept through.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5469154, member: 18253"] In general, it's better not to send them off into a completely new region simply because the ref has run out of ideas. It can be frustrating for the players and undercut your standing with the group. That's not to say it can't be done, especially if out of game you and the rest of the group have already talked about "doing something different." And for your first ref'ing experience, it's fine to focus on getting the basic mechanics in place and not worry too much about continuity. But long term, contintuity does matter. Players develop a PC in a particularly setting and usually expect some persistence in the world so they can leverage what they have experienced. Turning to fiction as an analog, you can find pro and con ways of looking at it. Would you like it if in the middle of a book, the author suddenly has the protagonist go off to a completely new country and forget about the first half of the book? Probably not. On the other hand, every new James Bond adventure takes place in a new place with new villains. So as long as you try to make the transition look more like the latter ("we've finished one story and are ready for another") and not like a change mid-plot, it can be okay. Again, though, it may make your players wonder about your ability to see a concept through. [/QUOTE]
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