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General Tabletop Discussion
*TTRPGs General
Systems That Model The World Rather Than The Story
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<blockquote data-quote="Alzrius" data-source="post: 9145690" data-attributes="member: 8461"><p>In regard to modeling the world, one thing that I haven't seen very much of (though instances of it are out there) is methods of generating relatively large-scale events in order to portray a dynamic world, i.e. things are happening even if the PCs don't interact with them.</p><p></p><p>You mostly get this as "random events" at domain-level play, where the GM will roll on a table for something to happen, either as part of the PCs' fief or abroad. But it applies to a lot of other things, such as random weather tables (which can be a lot of fun if used correctly, albeit more so in low-level/magic games), or even an economic fluctuation system I once saw. In those cases, I think that rather than rolling them at the table and letting things unfold in the moment, it works better if the GM makes those determinations ahead of time, and extrapolates where necessary to help tie things together, creating backdrops that the PCs can subsequently react to if they so choose.</p><p></p><p>Now, that requires a lot more work by the GM, work that needs to be done prior to game, but it can result in a very immersive play experience, and it's one aspect of "generating the world" that I think gets overlooked a lot.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 9145690, member: 8461"] In regard to modeling the world, one thing that I haven't seen very much of (though instances of it are out there) is methods of generating relatively large-scale events in order to portray a dynamic world, i.e. things are happening even if the PCs don't interact with them. You mostly get this as "random events" at domain-level play, where the GM will roll on a table for something to happen, either as part of the PCs' fief or abroad. But it applies to a lot of other things, such as random weather tables (which can be a lot of fun if used correctly, albeit more so in low-level/magic games), or even an economic fluctuation system I once saw. In those cases, I think that rather than rolling them at the table and letting things unfold in the moment, it works better if the GM makes those determinations ahead of time, and extrapolates where necessary to help tie things together, creating backdrops that the PCs can subsequently react to if they so choose. Now, that requires a lot more work by the GM, work that needs to be done prior to game, but it can result in a very immersive play experience, and it's one aspect of "generating the world" that I think gets overlooked a lot. [/QUOTE]
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