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<blockquote data-quote="Tonguez" data-source="post: 9415324" data-attributes="member: 1125"><p>I strongly beleive that PCs should have downtime goals which connect them to the world and thus I run things as 'adventures' take place during an in-game season (3 months) during which the world continues via downtime. </p><p></p><p>Taking inspiration from FATE I have explicit Setting and Scene Aspects and encourage players to use them freely, I also have PCs set their own character Aspects, create NPCs and Factions for the game and invoke their goals to create events or advantages, which can use inspiration or my own Influence mechanic</p><p>When I was running a setting where money didnt exist I introduced the Influence mechanic by combining 3.5e Wealth and Leadership mechanics. Influence was a PCs ability to get others to give them stuff, as part of it I had the PCs create NPC patrons and allies, so maybe their uncle Jabu was the local Weaponsmith who they could influence to gift them an Iron-tip Spear <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=":)" />. Anyway Influence was convinient so I would do things like using Influence minimums to gate Magic items (ie if a PC doesnt have enough influence the Magmahammer is just a shiny mace)</p></blockquote><p></p>
[QUOTE="Tonguez, post: 9415324, member: 1125"] I strongly beleive that PCs should have downtime goals which connect them to the world and thus I run things as 'adventures' take place during an in-game season (3 months) during which the world continues via downtime. Taking inspiration from FATE I have explicit Setting and Scene Aspects and encourage players to use them freely, I also have PCs set their own character Aspects, create NPCs and Factions for the game and invoke their goals to create events or advantages, which can use inspiration or my own Influence mechanic When I was running a setting where money didnt exist I introduced the Influence mechanic by combining 3.5e Wealth and Leadership mechanics. Influence was a PCs ability to get others to give them stuff, as part of it I had the PCs create NPC patrons and allies, so maybe their uncle Jabu was the local Weaponsmith who they could influence to gift them an Iron-tip Spear :). Anyway Influence was convinient so I would do things like using Influence minimums to gate Magic items (ie if a PC doesnt have enough influence the Magmahammer is just a shiny mace) [/QUOTE]
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