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<blockquote data-quote="Snoring Rock" data-source="post: 6696532" data-attributes="member: 78325"><p>This is more or less what I am calling status quo. The world is there and populated. I do not run that world on some timeline and move it all forward. I let the payers interact with it, which then sets things in motion that may or may not have a big effect on something far away. Clearing a cavern of goblins will not start a war in the next duchy. It will however, open trade on a route the goblins used to raid. That in turn will cause growth in the nearby village. Perhaps in time, that village will challenge the economic status of a far off town and then a war will follow. But the characters will have moved on and possibly returned at a much higher level by then. So maybe the war could happen.</p><p></p><p>In my campaign a minor noble's daughter was saved from the brigands. The noble now knows the adventurers and he is now a source of information for the PC's. They have traded with the same merchant and now get slightly lower prices in exchange for news and stories. I can, at any time, make that merchant into a spy. Or he can remain a friend. </p><p></p><p>When I say status quo, I mean that "it" is all there, ready, but does not move or change unless acted upon. Then it comes to life. There is not reason to do anything with the rest of the world unless the PC's are there to experience it. The Overlord has decided not to pay tribute the emperor. The problems that will cause, will not start until the PC's arrive in the tribute city, which will just happen to be tribute day, of course. If they have heard of it already and do nothing, then I will advance the clock and they will miss the onset of trouble. I play it by ear and keep most of the action close to the PC's.</p><p></p><p>The point is, there is no adventure path or clear beginning or end. There is for certain adventures and goals, but not to the overall campaign.</p></blockquote><p></p>
[QUOTE="Snoring Rock, post: 6696532, member: 78325"] This is more or less what I am calling status quo. The world is there and populated. I do not run that world on some timeline and move it all forward. I let the payers interact with it, which then sets things in motion that may or may not have a big effect on something far away. Clearing a cavern of goblins will not start a war in the next duchy. It will however, open trade on a route the goblins used to raid. That in turn will cause growth in the nearby village. Perhaps in time, that village will challenge the economic status of a far off town and then a war will follow. But the characters will have moved on and possibly returned at a much higher level by then. So maybe the war could happen. In my campaign a minor noble's daughter was saved from the brigands. The noble now knows the adventurers and he is now a source of information for the PC's. They have traded with the same merchant and now get slightly lower prices in exchange for news and stories. I can, at any time, make that merchant into a spy. Or he can remain a friend. When I say status quo, I mean that "it" is all there, ready, but does not move or change unless acted upon. Then it comes to life. There is not reason to do anything with the rest of the world unless the PC's are there to experience it. The Overlord has decided not to pay tribute the emperor. The problems that will cause, will not start until the PC's arrive in the tribute city, which will just happen to be tribute day, of course. If they have heard of it already and do nothing, then I will advance the clock and they will miss the onset of trouble. I play it by ear and keep most of the action close to the PC's. The point is, there is no adventure path or clear beginning or end. There is for certain adventures and goals, but not to the overall campaign. [/QUOTE]
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