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DFRPG / Re: City Creation sets up for a proactive campaign, adventure advice seems reactive?
« on: March 18, 2015, 05:11:27 PM »It's nice to have a setting which encourages proactivity. But adventures are almost inherently reactive. If your players are pursuing their own unique goals, you don't need adventures. You just need to let them do their thing.
So I'd say that the dichotomy is created by the requirements of the medium.
I find, though, even if players might be inclined towards pursuing their own goals, having reactive adventures come to them tends to train them out of it.
Not necessarily a problem, but the main thing that made me notice it is Major Milestones. If the players are initiating the adventures, they can work towards accomplishing a Major Milestone. If you follow the default in the books and have more GM-initiated adventures, players are essentially waiting and crossing their fingers the GM sets up a nice opportunity for them to accomplish a Major Milestone.