There is an adage in fiction writing, about how every solution should be the start (or aggravation) of one or more other problems for the protagonist.
This is also a key takeaway from the book The Subtle Art of Not Giving a F*ck - every solution is another beginning of a new problem for regular folks like you and I.
Or a challenge, depending on how optimistic or pessimistic you might be.
Now, some folks may be worried that this isn't realistic, or that it is somehow unfair for the PCs to be able to rest on their laurels and reap the rewards of their heroics (or homicidal tendencies or both).
Given that DnD, and other RPGs, are all about pretending to be other people with more ... interesting ... lives, this adage works for these games as well. After all, challenges and misfortunes propel adventurers into additional adventures, which is what defines their job descriptions, so it works.
There are several ways to approach or address this method of DMing, highlighted here:
Embrace the pillar of improv known as 'yes, and...' and adding this phrase to your DMing toolkit will serve well in demonstrating how player choices impact the world.
Monkeypawing (from here) wishes is perhaps the most commonly seen form of this advice, and as such, is often ridiculed as being 'adversarial DMing.' Yet it isn't, or shouldn't be - unless the wish comes from some sort of fiendish or other ill-natured source, and then the PC (and player!) should know better.
My wife's favorite idiom, 'The Road to Hell is Paved with Good Intentions' applies to the do-gooding PCs out saving the world, rescuing the helpless, and generally making life better for those less fortunate. Don't let this stop you (or PCs) from doing Good and Right things, just be aware that the next rule will rear its head, more often than not.
The Law of Unintended Consequences is an economic theory that also applies to everything else that humans (and the other races/species commonly encountered in RPGs) do, to include doing nothing, but especially actions committed and words spoken in the heat of the moment.
I first learned the acronym TANSTAAFL from Robert A. Heinlein's Notebooks of Lazarus Long (a character that is not exactly an immortal, just quite long-lived). It turns out that this is another economics theory (based around opportunity costs) that pertains to all other human (and other) activities.
Will McLean, AD&D DMG 1979
All this talk of economics has me thinking of Adam Smith's Invisible Hand and how it might rival the various Bigby's Hand spells, given how it impacts the local economies.
What is your favorite game-related unintended consequence?
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