Occasionally a reactive event is okay but it's usually when it builds upon an existing storyline.
Using ayrt's poltergeist example, if there was a gamewide plot where all the characters had to make a choice and the winning choice caused poltergeists to be released to harass everyone, it would make sense to have it be a reactive event because the characters are reacting to the consequences of their actions.
That being said, it should be used as a segue into the next part of the plot because it's going to motivate characters to go "ok, what's next?" and that's a good thing. I think a problem arises because mods worry about people trying to "fix" an event and end up shutting down a lot of interaction. Not every investigation or action has to be successful, but there should be some way to succeed or it becomes frustrating. Instead of shutting people down, give out clues that will lead them to the clues you actually want them to find.
There can be no way for the players to get rid of the poltergeists but maybe releasing them allows characters who can talk to ghosts to get a plot hook they couldn't get before, and so on. You could even do this as a special event where you drop the reactive portion a little early so characters have time to form opinions and then drop the actual event a few days later when everyone is ICly (and OOCly) hyped to do something about it. A purely reactive event should never be standalone IMO.
no subject
Using ayrt's poltergeist example, if there was a gamewide plot where all the characters had to make a choice and the winning choice caused poltergeists to be released to harass everyone, it would make sense to have it be a reactive event because the characters are reacting to the consequences of their actions.
That being said, it should be used as a segue into the next part of the plot because it's going to motivate characters to go "ok, what's next?" and that's a good thing. I think a problem arises because mods worry about people trying to "fix" an event and end up shutting down a lot of interaction. Not every investigation or action has to be successful, but there should be some way to succeed or it becomes frustrating. Instead of shutting people down, give out clues that will lead them to the clues you actually want them to find.
There can be no way for the players to get rid of the poltergeists but maybe releasing them allows characters who can talk to ghosts to get a plot hook they couldn't get before, and so on. You could even do this as a special event where you drop the reactive portion a little early so characters have time to form opinions and then drop the actual event a few days later when everyone is ICly (and OOCly) hyped to do something about it. A purely reactive event should never be standalone IMO.