The Pewter Web: Plot Flexibility
How Flexible Should Eternity Be?
78 members have voted
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1. To what extent should the economy flex?
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A bit. Costs, Availability, and Quality should vary depending on the merchant's place in the story and in the world.18
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More than a bit. Costs and Availability should vary depending on character skills, attributes, reputation, and the specific merchant. Quality should also depend on the merchant.21
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Somewhat. Costs, Availability, and Quality should be dependent on shifting variables that occur from week to week in the game, some player character caused, sometimes without the player character knowing.17
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More than somewhat. Costs, Availability, and Quality depend on inter-mercantile connections and mostly off-screen byplay. Player characters can play a role in shifting the economy and this role grows as the player characters grow in power.11
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Alot. The economy is a system of invisible monsters that fight unknown battles. The character can begin to see this and influence. Random economic disasters and miracles can occur from game to game but the player has a chance at modifying these.11
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2. To what extent do social policies flex?
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Not at all. Soldiers, New Constructions, Celebrations, and Law are all immobile parts of the story.4
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A bit. Soldiers, New Constructions, Celebrations, and Law can change through limited pre-defined choices in the story without much discernable effect though.21
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More than a bit. Soldiers, New Constructions, Celebrations, and Law can be set by the player in certain circumstances. Effects of these decisions show in altered maps and altered NPC behavior and quest function.33
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Somewhat. Soldiers, New Constructions, Celebrations, and Law can be changed, in their season, by the player whose character manages to make these changes. The game maps are modifiable; quests and future games are made to respond to these changes.20
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3. To what extent do NPC change upon personal interaction with the PC and party?
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A bit. The story leads NPC to say certain things but they can be caused to repeat these things without alteration until the conversation is done. The only changes are few but a monolithic story takes precedence.4
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More than a bit. The NPCs react mildly but unrevocably: they can move position, vanish, be caused to kill or die by conversations. Their dialogue permits them to undergo mild change in dialogue and a few behaviors for the entire game.20
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Somewhat. NPCs in this game react to eachother as well as to the PC. The PC can cause chain reactions through conversations and NPC dialogue is usually diverse and extensive, changing behavior in ways that modify quest behavior.54
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