GM procedure

When the Players Walk Away

Running a world that moves without the characters.

Mar de Oro adventures present situations, not obligations.

Players may ignore clues, refuse alliances, abandon investigations, leave locations, or decide the prepared adventure is not what their characters want.

That does not break the game. The world moves without them.

“The GM prepares situations. The players decide whether to engage with them. The world decides what happens when they do not.”

Inaction Is Still a Choice

Do not treat refusal as a failed attempt to start the adventure.

  • Do not move the same clue to a new NPC just to offer it again.
  • Do not invent a second patron offering the same job.
  • Do not delay events until the characters return.
  • Do not reset the situation so prepared material can still happen.

Instead, determine what happens without them.

Move the World Forward

Return to the situation as it already exists:

  • Which factions were already acting?
  • What did each want?
  • Which clocks continue advancing?
  • Who gains an opportunity because the characters are absent?
  • Who loses protection, evidence, leverage, or time?
  • What happens to witnesses, prisoners, ships, negotiations, locations, or resources left unattended?

A witness changes custody. A shipment leaves the harbor. Negotiations conclude. A hostile force secures a position. An ally acts alone. Evidence disappears, becomes public, or changes hands.

Some threats grow. Some problems solve themselves. Some opportunities vanish.

Present Consequences, Not Corrections

Suppose the characters ignore suspicious activity at the harbor. When they return, the berth is empty, several dockworkers have been arrested, and Albion controls access to the quay.

Do not repeat the original hook with a new messenger. Present the changed situation. Let the characters decide whether it matters now.

What do you do?

If They Ignore the Entire Adventure

Let them.

  • Resolve enough unattended material to know what changes.
  • Do not play it scene by scene behind the screen.
  • Advance appropriate faction goals and clocks only when their established triggers occur.
  • Record the resulting state.
  • Follow the characters.

The abandoned adventure may cross their path later, or it may resolve entirely without them. Both are valid.

Follow Their Interest

  • If they abandon an investigation to hunt privateers, run the privateers.
  • If they leave a summit to protect an ally, follow the ally.
  • If they ignore political intrigue to explore an unknown island, make exploration the focus.

Do not force an immediate connection back to the abandoned plot.

The world is larger than the campaign plot.

Do Not Punish Disengagement

Consequences follow the fiction, not GM frustration.

  • Ignoring a clue does not automatically cause catastrophe.
  • Leaving an adventure does not make every faction hostile.
  • Moving the world preserves cause and effect. It does not punish the players.

Sometimes the consequences are severe. Sometimes someone else handles the problem. Sometimes little happens. Use established motives, resources, and circumstances to decide.

When They Come Back

Do not restore the old state.

People remember. Evidence changes hands. Positions shift. Relationships develop. Ships sail. Governments act.

They return to history, not a paused quest.

When Nothing Seems to Be Happening

If the players reject the prepared material and do not know what to do next, do not immediately offer another mission.

Remind them of things their characters already know: places, people, debts, rumours, threats, goals, unresolved relationships, and visible opportunities. Then ask, “What do you want to do?”

If no direction emerges, talk openly about what kind of play the table wants next.

Player agency requires players to choose. It does not require the GM to guess forever.

Core Principle

“The GM prepares situations. The players decide whether to engage with them. The world decides what happens when they do not.”

Mar de Oro does not require the characters to follow the author's intended route. Their actions matter. So does their absence.