Renen
2017-09-06, 12:48 AM
I am playing in a sandbox game with 3 other people and a single GM running us. A slight issue we have is how much time it takes for the GM to "math out" all the effects/results of player actions.
Since each of the players is in a separate area of the world, and can do w/e they want, the GM has to consider the effects their actions have (The GM wants it to be realistic to atleast some degree).
Are there any ways in which GM can be made to worry abit less about some things? One possibility I thought of so far is having each player have a set number of "quests" or active story lines they can have, so that the GM can focus on how actions that affect those things would unfold, and ignore some other areas (to prevent the GM's brain from melting due to absorbing so much info).
Here's an explanation of my thoughts that I shared with another player, and I hope someone can suggest some more stuff we can use to help the GM know what stuff he can worry about less when running the game:
. Perhaps it would be good to simplify the game a bit in the following manner (to make it easier on the GM): Each player is allowed to have X amount of "big" ongoing plot events, and Y amount of small ones. So say we get 1 big and 2 small. For my character, a big Ongoing event would be rebuilding my City. This will actively generate small sub-plots that the GM can throw at me, and will require the GM to actively "keep track" of my City thing. My small plots would be training my protégé, and sending some dudes to reinforce the war. Both are also tracked by GM to see if something new might come from them, but are much smaller in scope. All the other stuff I do is made abit less important in the long run. So he doesn't have to keep track of consequences for a dozen things I do. So it would be like us picking what quest chains to do, and thus what parts of the world to interact with. So if none of our current chains has anything to do with country X for example, the GM can forget country X exists. Sure, it might be abit weird to just have all of country X to ignore stuff we do, but we gotta simplify somewhere...
The GM can also have a few "secret" quests going for us. Like if I kill some random guy who was actually some warlord, the GM can make it cause problems for me because it's a secret quest chain. It won't take up a slot of my normal quests, and I won't know about it. He should prolly have a limit for the secret ones too. So if I then go and accidentally eat the last dragon egg, he can just totally drop the warlord thing (and never have it come up again, or be on indefinite pause in case I free up some quest slots), and instead focus on how much of a monster I am for eating the last dragon egg
You have your industrial revolution as your big quest, for example, so unless you want it to magically stop progressing (it's still around, but won't spread further, and people won't learn how to use it better), you can't do any other "big" things, that would have to demand the GM's attention
I'm sure it can work and not even look weird to have some events temporarily not progress. Might even be realistic, as sometimes big events even in real life just lead nowhere, because people forgot, people got busy, people died, etc.
Since each of the players is in a separate area of the world, and can do w/e they want, the GM has to consider the effects their actions have (The GM wants it to be realistic to atleast some degree).
Are there any ways in which GM can be made to worry abit less about some things? One possibility I thought of so far is having each player have a set number of "quests" or active story lines they can have, so that the GM can focus on how actions that affect those things would unfold, and ignore some other areas (to prevent the GM's brain from melting due to absorbing so much info).
Here's an explanation of my thoughts that I shared with another player, and I hope someone can suggest some more stuff we can use to help the GM know what stuff he can worry about less when running the game:
. Perhaps it would be good to simplify the game a bit in the following manner (to make it easier on the GM): Each player is allowed to have X amount of "big" ongoing plot events, and Y amount of small ones. So say we get 1 big and 2 small. For my character, a big Ongoing event would be rebuilding my City. This will actively generate small sub-plots that the GM can throw at me, and will require the GM to actively "keep track" of my City thing. My small plots would be training my protégé, and sending some dudes to reinforce the war. Both are also tracked by GM to see if something new might come from them, but are much smaller in scope. All the other stuff I do is made abit less important in the long run. So he doesn't have to keep track of consequences for a dozen things I do. So it would be like us picking what quest chains to do, and thus what parts of the world to interact with. So if none of our current chains has anything to do with country X for example, the GM can forget country X exists. Sure, it might be abit weird to just have all of country X to ignore stuff we do, but we gotta simplify somewhere...
The GM can also have a few "secret" quests going for us. Like if I kill some random guy who was actually some warlord, the GM can make it cause problems for me because it's a secret quest chain. It won't take up a slot of my normal quests, and I won't know about it. He should prolly have a limit for the secret ones too. So if I then go and accidentally eat the last dragon egg, he can just totally drop the warlord thing (and never have it come up again, or be on indefinite pause in case I free up some quest slots), and instead focus on how much of a monster I am for eating the last dragon egg
You have your industrial revolution as your big quest, for example, so unless you want it to magically stop progressing (it's still around, but won't spread further, and people won't learn how to use it better), you can't do any other "big" things, that would have to demand the GM's attention
I'm sure it can work and not even look weird to have some events temporarily not progress. Might even be realistic, as sometimes big events even in real life just lead nowhere, because people forgot, people got busy, people died, etc.