Advancement triggers.
I MCed few one-shots of UW and now I’m part of a mid-length campaign. In one-shots we didn’t put much attention to advancement triggers, but in campaign we do and here is my question.
Who is really in control over advancement triggers – are they an action or a plot hook that players should try to achieve or are they ideas that MC should try to introduce at the next session or is it everyone’s job to try and trigger them?
Some examples to talk about:
A bold act fails spectacularly – this seems like a task for MC when players miss on a roll, but players have to position themselves to do something boldly.
A conspiracy is uncovered – again this seems like an idea for MC, but players should position themselves like hang out in a bar where something might happen or try to hack some installation so that MC can jump forward with some unexpected plot twist.
A piece of junk proves pivotal – this one seems a lot in player hands and tools they use.
Thanks for answers on how do you approach it when you play and MC.