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PCs changing the campaign world
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<blockquote data-quote="Imagicka" data-source="post: 1754776" data-attributes="member: 4621"><p>Greetings...</p><p> </p><p> Well, like everyone else here. If I do use a pre-generated world, I let the chips fall where they may. If the players change the world setting/politics, they change it. Like most, I say 'forget the canon'. </p><p> </p><p> But I also avoid canon for another completely different reason other than <em>'it's your world now'. </em>I avoid it because frankly, unless your the writer himself, your not going to 100% agree with the setting or what future events take place in this world. The first time you run something in this world, it's going to change. Even if it's insigificant, it's a change. Sooner or later, the players are going to get to the level of experience where they do affect the world in sigificant ways. Now, this is going to lead you down paths of logic. </p><p> </p><p> Case in point. One of my old DMs used to have a FR game where his players became so powerful that they were able to kill/banish Lolith on her own plane of existance. That's her name right? The spider-goddess. Now, of course it's been 500 years since then and I and some fellow gamers are encountering the drow in his game-world, and seeing the effects it has on their society. It was still a female-dominated society, but now males could become priests/clerics...they were trying to summon an evil elder god (ie Chuthulu), which thankfully we stopped, and incidently made my character #1 on the drow's top most wanted list. </p><p> </p><p> Now, you can treat this changes to the drow society as an isolated occurance. That it doesn't much affect other societies. Personally, I rather enjoy thinking and wondering what effects actions have upon the world. Also, I like tweaking things here and there more to my liking. </p><p> </p><p> But once your down these paths of logic, sooner or later...like when the next supplement comes out, you see where the writers have taken the meta-plot, and the game world, and see where it grossly conflicts with the changes you've made. </p><p> </p><p> Either leaving you to go with what you've done, and try and shoe-horn or completely ignore what they've done. Or do a roll-back and ignore everything you've changed. Conducting a personal roll-back is something I find distasteful. Throwing away all the work you've done, just because someone else has taken a different path in this game world setting and it's somehow more 'important' because he's published. </p><p> </p><p> Sooner or later your world is going to conflict with their world. This is why I haven't much liked meta-plots in supplements. </p><p> </p><p> So, should my friend abandon his gaming world, and go back to the canon of FR when the new supplements came out? No. Why? Because ultimately, his changes are logical to him. He understands them, and the reasons behind them, and this makes for a better game all around. Not to mention, you don't have any players who know what's going to happen just because they also have the same supplement. </p><p> </p><p> How many trolls and ghouls are down in those sewers? Well, since no one really addressed this question, I'll tell you. Come in closer...it's a secret...okay...ready? <span style="font-size: 9px">As many as you want. <span style="font-size: 10px"></span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px"> </span></span></p><p> <span style="font-size: 9px"><span style="font-size: 10px">Now, what do I mean by that? Throw adventures at the players. Now, as long as you can come up with interesting ideas that keep your players entertained and excited about going into the sewers, your good. You don't need to do a body-count.</span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px"> </span></span></p><p> <span style="font-size: 9px"><span style="font-size: 10px">(Not to mention, they are happy to overlook the fact that by a few weeks the stench wouldn't been too much of a problem for them, they are used to it. But for everyone else, the stench is now a part of them, that no washing totally removes. The sewage has pretty much seeped into their being. *grins* )</span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px"> When you start running out of new and interesting ideas, then allow them to affect one side or the other. <em>They deal a critical blow to the trolls, however, it turns out that the trolls and ghouls have been pretty much keeping each other in check, and now the ghouls are able to gain sigificiant power now. Players are going to have to deal with that now. </em></span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px"> </span></span></p><p> <span style="font-size: 9px"><span style="font-size: 10px">But after your tired and bored of the sewers, then wrap things up, allowing the players to finally deal a fatal blow to one side, or the other, or both.</span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px"> </span></span></p><p> <span style="font-size: 9px"><span style="font-size: 10px">Also, the same sort of idea works well when your players are dealing with the BBEG. Generally, I never really watch my BBEG's hitpoints. Oh, when I stat him up I give him hitpoints. But in combat, I'll write down how much damage the player's do. But if the combat isn't very exciting/entertaining, I turn it up a notch and amazingly, the BBEG has more henchmen that the players weren't expecting, or he had more hitpoints than what I originally gave him. Then when I think things have gone on long enough, perhaps one or two characters are unconscious/down...with that one last blow that the fighter is able to deliver before he too bleeds his last few hitpoints away, the BBEG is defeated. </span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px"> </span></span> </p><p> Well, like others have mentioned. Let the players kill off the Fire Knives. I think it would be an interesting series of campaigns to hunt them down, let them retaliate and then go back and forth a few stories in an on-going campaign that occationally crops up here and there. </p><p> </p><p> Also, as someone has mentioned, you can either allow another 'evil' to fill that vacuum, with existing evil organizations that grow to fill it, or a new evil. Or allow the players to occupy that vacuum so that no evil can fill it up. But then, as you've probably gathered from my other posts I'm a big fan of non-travelling adventuring parties who have responsibilities in a home-base location. </p><p> </p><p> Players are going to feel that they have accomplished something even if their successes are little ones. If there are a small but measureable change in the world, that players can say <em>'we did that!'</em> they are going to take pride and pleasure in it. It doesn't have to epic and earth-shattering. That can come later, when they reach those epic levels.</p></blockquote><p></p>
[QUOTE="Imagicka, post: 1754776, member: 4621"] Greetings... Well, like everyone else here. If I do use a pre-generated world, I let the chips fall where they may. If the players change the world setting/politics, they change it. Like most, I say 'forget the canon'. But I also avoid canon for another completely different reason other than [i]'it's your world now'. [/i]I avoid it because frankly, unless your the writer himself, your not going to 100% agree with the setting or what future events take place in this world. The first time you run something in this world, it's going to change. Even if it's insigificant, it's a change. Sooner or later, the players are going to get to the level of experience where they do affect the world in sigificant ways. Now, this is going to lead you down paths of logic. Case in point. One of my old DMs used to have a FR game where his players became so powerful that they were able to kill/banish Lolith on her own plane of existance. That's her name right? The spider-goddess. Now, of course it's been 500 years since then and I and some fellow gamers are encountering the drow in his game-world, and seeing the effects it has on their society. It was still a female-dominated society, but now males could become priests/clerics...they were trying to summon an evil elder god (ie Chuthulu), which thankfully we stopped, and incidently made my character #1 on the drow's top most wanted list. Now, you can treat this changes to the drow society as an isolated occurance. That it doesn't much affect other societies. Personally, I rather enjoy thinking and wondering what effects actions have upon the world. Also, I like tweaking things here and there more to my liking. But once your down these paths of logic, sooner or later...like when the next supplement comes out, you see where the writers have taken the meta-plot, and the game world, and see where it grossly conflicts with the changes you've made. Either leaving you to go with what you've done, and try and shoe-horn or completely ignore what they've done. Or do a roll-back and ignore everything you've changed. Conducting a personal roll-back is something I find distasteful. Throwing away all the work you've done, just because someone else has taken a different path in this game world setting and it's somehow more 'important' because he's published. Sooner or later your world is going to conflict with their world. This is why I haven't much liked meta-plots in supplements. So, should my friend abandon his gaming world, and go back to the canon of FR when the new supplements came out? No. Why? Because ultimately, his changes are logical to him. He understands them, and the reasons behind them, and this makes for a better game all around. Not to mention, you don't have any players who know what's going to happen just because they also have the same supplement. How many trolls and ghouls are down in those sewers? Well, since no one really addressed this question, I'll tell you. Come in closer...it's a secret...okay...ready? [size=1]As many as you want. [size=2] Now, what do I mean by that? Throw adventures at the players. Now, as long as you can come up with interesting ideas that keep your players entertained and excited about going into the sewers, your good. You don't need to do a body-count. (Not to mention, they are happy to overlook the fact that by a few weeks the stench wouldn't been too much of a problem for them, they are used to it. But for everyone else, the stench is now a part of them, that no washing totally removes. The sewage has pretty much seeped into their being. *grins* ) When you start running out of new and interesting ideas, then allow them to affect one side or the other. [i]They deal a critical blow to the trolls, however, it turns out that the trolls and ghouls have been pretty much keeping each other in check, and now the ghouls are able to gain sigificiant power now. Players are going to have to deal with that now. [/i] But after your tired and bored of the sewers, then wrap things up, allowing the players to finally deal a fatal blow to one side, or the other, or both. Also, the same sort of idea works well when your players are dealing with the BBEG. Generally, I never really watch my BBEG's hitpoints. Oh, when I stat him up I give him hitpoints. But in combat, I'll write down how much damage the player's do. But if the combat isn't very exciting/entertaining, I turn it up a notch and amazingly, the BBEG has more henchmen that the players weren't expecting, or he had more hitpoints than what I originally gave him. Then when I think things have gone on long enough, perhaps one or two characters are unconscious/down...with that one last blow that the fighter is able to deliver before he too bleeds his last few hitpoints away, the BBEG is defeated. [/size][/size] Well, like others have mentioned. Let the players kill off the Fire Knives. I think it would be an interesting series of campaigns to hunt them down, let them retaliate and then go back and forth a few stories in an on-going campaign that occationally crops up here and there. Also, as someone has mentioned, you can either allow another 'evil' to fill that vacuum, with existing evil organizations that grow to fill it, or a new evil. Or allow the players to occupy that vacuum so that no evil can fill it up. But then, as you've probably gathered from my other posts I'm a big fan of non-travelling adventuring parties who have responsibilities in a home-base location. Players are going to feel that they have accomplished something even if their successes are little ones. If there are a small but measureable change in the world, that players can say [i]'we did that!'[/i] they are going to take pride and pleasure in it. It doesn't have to epic and earth-shattering. That can come later, when they reach those epic levels. [/QUOTE]
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