Complex and Layered Problems
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Elemental imbalances tend to create complex webs of problems, the most obvious of which may not relate to the imbalance itself. For instance, if dangerous animals begin to wander into town, the first problem the PCs will encounter is the bear in town—but in fact, the bear was driven from its cavernous home by earthquakes and dealing with the bear will not actually solve the underlying issue that is driving dangerous wildlife into human dwellings. Many similar situations could occur; shifts in weather, spiritual disturbances near an important location, or more unusual phenomena could deprive people, animals, or spirits of a key resource like food or water, creating conflicts in a previously harmonious place or exacerbating existing conflicts. The most obvious problem stemming from an elemental imbalance may not be especially relevant to solving the root problem but solving it should lead the PCs in that direction, giving them a hint of where to begin their investigation.
Of course, this does not mean the resultant problems are unimportant, and in fact, this can be another excellent reason to use an elemental imbalance in a campaign. Because elemental imbalances provide multiple problems to tackle, they can be an excellent source of conflict in a story. One group or individual might see one priority as the highest, while another might have a difference of opinion based on their own needs at the moment. In some cases, a selfish individual might try to take advantage of the situation to serve their own ends, but in many cases, good people may simply differ over what is the highest good. This means the GM has a chance to expose the PCs to multiple viewpoints of the people of a particular place and let them sort out how their characters feel about these priorities, and why.
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Writ of the Wilds · Chapter 3: Finding Balance in Disorder › The Elemental Imbalance In Games › Complex and Layered Problems · p. 122 p. 123
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Elemental imbalances tend to create complex webs of problems, the most obvious of which may not relate to the imbalance itself. For instance, if dangerous animals begin to wander into town, the first problem the PCs will encounter is the bear in town—but in fact, the bear was driven from its cavernous home by earthquakes and dealing with the bear will not actually solve the underlying issue that is driving dangerous wildlife into human dwellings. Many similar situations could occur; shifts in weather, spiritual disturbances near an important location, or more unusual phenomena could deprive people, animals, or spirits of a key resource like food or water, creating conflicts in a previously harmonious place or exacerbating existing conflicts. The most obvious problem stemming from an elemental imbalance may not be especially relevant to solving the root problem but solving it should lead the PCs in that direction, giving them a hint of where to begin their investigation.
Of course, this does not mean the resultant problems are unimportant, and in fact, this can be another excellent reason to use an elemental imbalance in a campaign. Because elemental imbalances provide multiple problems to tackle, they can be an excellent source of conflict in a story. One group or individual might see one priority as the highest, while another might have a difference of opinion based on their own needs at the moment. In some cases, a selfish individual might try to take advantage of the situation to serve their own ends, but in many cases, good people may simply differ over what is the highest good. This means the GM has a chance to expose the PCs to multiple viewpoints of the people of a particular place and let them sort out how their characters feel about these priorities, and why.
