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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Lanefan" data-source="post: 7911198" data-attributes="member: 29398"><p>Yeah, more or less, but context matters as well.</p><p></p><p>If the festival is merely background scenery and mostly-to-entirely unimportant to the adventure then I'm not too worried about it just happening on the third day the party is in town; but if it's important to the adventure that they be there then a) somehow I'll have let them know this, b) set a hard date for the festival, and then c) if they make it they make it and if not they're playing catch-up. </p><p></p><p>For example: the party already know they need to talk Jack Frost into loaning them his ice wand in order to enter the frozen Halls of Foraya; they now learn the only place Jack reliably appears each year is at the festival held on each winter solstice in Freyrsheld. So, they've got to get to Freyrsheld by the solstice - which if it's already early December means they've got some fast travellin' to do. If they make it, things proceed. If they don't, they're stuck trying to find another way of making contact with Jack - which could turn into a whole sub-adventure on its own!</p><p></p><p>That said, the above would be more appropriate in a homebrew adventure where I've at least go a vague idea what time of year it'll be in the fiction; a published module detailing a winter festival causes headaches if I want to run the adventure but in the game world it's early summer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Don't get me wrong - I don't at all mind winging it if they go off the prepped farm or if they catch me off guard with an unexpected question; it happens all the time. But note that in these cases I'm adding content that didn't previously exist in my notes or the published module, which is quite different from changing pre-existing content in direct reaction to what the players/PCs have done.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7911198, member: 29398"] Yeah, more or less, but context matters as well. If the festival is merely background scenery and mostly-to-entirely unimportant to the adventure then I'm not too worried about it just happening on the third day the party is in town; but if it's important to the adventure that they be there then a) somehow I'll have let them know this, b) set a hard date for the festival, and then c) if they make it they make it and if not they're playing catch-up. For example: the party already know they need to talk Jack Frost into loaning them his ice wand in order to enter the frozen Halls of Foraya; they now learn the only place Jack reliably appears each year is at the festival held on each winter solstice in Freyrsheld. So, they've got to get to Freyrsheld by the solstice - which if it's already early December means they've got some fast travellin' to do. If they make it, things proceed. If they don't, they're stuck trying to find another way of making contact with Jack - which could turn into a whole sub-adventure on its own! That said, the above would be more appropriate in a homebrew adventure where I've at least go a vague idea what time of year it'll be in the fiction; a published module detailing a winter festival causes headaches if I want to run the adventure but in the game world it's early summer. :) Don't get me wrong - I don't at all mind winging it if they go off the prepped farm or if they catch me off guard with an unexpected question; it happens all the time. But note that in these cases I'm adding content that didn't previously exist in my notes or the published module, which is quite different from changing pre-existing content in direct reaction to what the players/PCs have done. [/QUOTE]
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