Think of nodes as things that the PCs can go and interact with.
Proactive Nodes
There are also proactive nodes which typically do the opposite: They come to the PCs and interact with them.
Proactive nodes are usually characters. I often think of them as the “response teams” of a scenario. This is frequently literal, with my proactive nodes being the people who are sent to deal with the PCs once the bad guys realise they’re snooping around. But it’s also a useful metaphor: Proactive nodes are the easiest tools I can use as the GM to take action at the table instead of simply reacting.
Events can be proactive if they’re of a sufficiently large scale or if they’re specifically targeted at the PCs: A city-wide festival or a ritual that causes all the trees in the forest to start weeping blood count as the former. A series of enigmatic phone calls that ring up a PC’s cellphone would be an example of the latter.
Almost anything can be a proactive node if it can be framed as information being pushed on the PCs.
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