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<blockquote data-quote="howandwhy99" data-source="post: 5038400" data-attributes="member: 3192"><p>It is bad, if you can't remember them. </p><p></p><p></p><p>As many as you desire, but as few as you can handle when running a game session.</p><p></p><p></p><p>Not really, not if they are actually just goals and plans made by NPCs. They aren't going to follow a predefined narrative arc, but they will enliven the world. Just make what you can handle.</p><p></p><p></p><p>IMO, yes, but not stasis per se (and not necessarily "along". Though this goes hand in hand with a particular kind of DMing: the world not affected by the PCs does not need to be accounted for after a session. </p><p></p><p>In this method, a module should be in a state of equilibrium. This is not stasis, but an ongoing repetition of activity that won't lead to the alteration of the module. However, the module's timeline of events by the NPCs begins when the PCs enter it. But any changes the PCs cause that ripple into the module's area will affect the initial configuration. For example, if the PCs accidentally allow crops in a city to be burned, there will be a food shortage for all who depend on them. If the module is in that city, this will affect the food supplies for the NPCs in the module. The degree of relevance to the plot varies. Changes may affect the NPCs' plans and alter the initial timeline of events. But this is relatively easy to account for. It's just like incorporating a module to one's home system, but the changes tend to be far fewer. </p><p></p><p>I wouldn't worry about having too many plots for the players to handle. That's a sign of a good sandbox game, no? One where they can take or leave anything as they wish. Did they ditch Bone Hill after after only killing a few bandits? Okay, then use your RPG rules to run the module forward with those changes taken into account. The timeline of events at the location can be reentered at any time. Given enough time a point of equilibrium will be reached and that scenario will remain for the PCs to encounter, if they ever come back.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5038400, member: 3192"] It is bad, if you can't remember them. As many as you desire, but as few as you can handle when running a game session. Not really, not if they are actually just goals and plans made by NPCs. They aren't going to follow a predefined narrative arc, but they will enliven the world. Just make what you can handle. IMO, yes, but not stasis per se (and not necessarily "along". Though this goes hand in hand with a particular kind of DMing: the world not affected by the PCs does not need to be accounted for after a session. In this method, a module should be in a state of equilibrium. This is not stasis, but an ongoing repetition of activity that won't lead to the alteration of the module. However, the module's timeline of events by the NPCs begins when the PCs enter it. But any changes the PCs cause that ripple into the module's area will affect the initial configuration. For example, if the PCs accidentally allow crops in a city to be burned, there will be a food shortage for all who depend on them. If the module is in that city, this will affect the food supplies for the NPCs in the module. The degree of relevance to the plot varies. Changes may affect the NPCs' plans and alter the initial timeline of events. But this is relatively easy to account for. It's just like incorporating a module to one's home system, but the changes tend to be far fewer. I wouldn't worry about having too many plots for the players to handle. That's a sign of a good sandbox game, no? One where they can take or leave anything as they wish. Did they ditch Bone Hill after after only killing a few bandits? Okay, then use your RPG rules to run the module forward with those changes taken into account. The timeline of events at the location can be reentered at any time. Given enough time a point of equilibrium will be reached and that scenario will remain for the PCs to encounter, if they ever come back. [/QUOTE]
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