- Published: Sat, 20 May 2017
- Last Edited: Fri, 9 Jun 2017
- Version: 1.1
A quick cheat sheet listing the world advancement options for each milestone type including concerns for NPC’s.
Minor Milestones (pg 263)
- Do you need to add a new location to the game, based on what the PCs have done? If so, come up with some NPCs to help give more personality to the location and add an issue to the place.
Have the PCs resolved an issue in a location? Get rid of the aspect, or maybe change it to represent how the issue was resolved (In the Shadow of the Necromancer becomes Memories of Tyranny, for example).
Significant Milestones (pg 264)
- Did the PCs resolve an issue that was on the whole game world? If so, remove (or alter) the aspect.
- Did the PCs create permanent change in a location? If so, create a new issue to reflect this, for better or for worse
They also created permanent change in the Sindral Reach; that area of the world is no longer under Barathar’s sway. Most of the people are grateful, but a few of Barathar’s thugs remain to make trouble for the party. Amanda replaces the issue Seat of Barathar’s Power with a different one, Smiles in the Open, Knives in the Dark to represent how things have changed.
Major Milestones (pg 265)
- Did the PCs create permanent change in the game world? If so, give it a new issue to reflect this, for better or for worse.
- Has as fundamental part of the game world changed? Perhaps an adjustment of a Thematic Campaign Aspect is needed to reflect the new world circumstances?
Finally, the heroes confront and defeat Barathar in an epic confrontation. Barathar held a lot of power in the underground throughout the world and her defeat will cause ripples. Someone’s going to want to step in and take her place (probably a lot of someones), so Amanda creates the issue Underworld Power Vacuum to reflect this.
NPC’s in the World (pg 266)
Remember, GMs, when you add a new location to the game world, you want to add at least one new NPC to go with it. Sometimes, that might mean moving a person from a location you’re not going to use anymore. Likewise, when there’s a significant change in an issue for a location or the game world, you need to evaluate if the current NPCs are sufficient to express that change. If not, you might need to add one, or alter an NPC you have in a significant way—add more aspects or revise existing aspects to keep that character relevant to the issue at hand. Most of the time, it should be pretty obvious when you need a new face for a location—when the old one dies or is somehow permanently removed from the game, or is boring now, it’s probably time to change things up.
Most of the time, it should be pretty obvious when you need a new face for a location—when the old one dies or is somehow permanently removed from the game, or is boring now, it’s probably time to change things up.
Recurring NPC’s (pg 267)
There are essentially two ways to reuse NPCs. You can either use them to show how the PCs have grown since they started, or use them to show how the world is responding to their growth. With the former, you don’t change the NPC, because that’s the point— the next time the PCs meet them, they’ve outclassed them, or they have new worries, or they’ve somehow grown past that NPC, who remains static. Maybe you even change the category they’re in—where they were once a main NPC, now they’re a supporting NPC because of how the PCs have grown. With the latter, you allow the NPC to advance like the PCs have—you add new skills, change their aspects around, give them a stunt or two, and otherwise do whatever is necessary to keep them relevant to the PCs’ endeavors. This kind of NPC might be able to hang around as a nemesis for several story arcs, or at least provide some sense of continuity as the PCs become more powerful and influential.