I love to have the PC's actions have consequences, either immediate, short term, long term, or campaign altering! Ah the joys of killing a major noble of a kingdom... Many times in my games have PC's sparked wars, released things they shouldn't have, or just plain mucked up things that really should have been left alone. These repercussions don't even have to have anything to do with the main goal of the campaign but sometimes can become the main goal. These things can be a pain to keep track of if there are too many changes, generally I keep track of the major or far reaching ones for the whole campaign while minor ones might be forgotten later in the same game session. In a related note to the Encounters post, the PCs actions can have a rippling effect across the game world that can alter many things. Like I mentioned in Encounters, if an event happens that the PCs really needed to be there for but they decided to go somewhere else what has changed (These type of instances can only occur in Living Sandboxes)? I just continue going on and let the PCs hear about it and they realize that they should have gone to the castle for the coronation ceremony of the new king rather than going berry picking with the naked hot elven babes.
What do you mean we just gave the trio of artifacts to the evil gods?
ReplyDeleteAnd what the heck is this picture of a nekkid man with a cowboy hat doing here?