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<blockquote data-quote="hawkeyefan" data-source="post: 7531825" data-attributes="member: 6785785"><p>That’s a good question. I don’t know if it has an easy answer because everyone’s game is different. The amount of input that the players have on the game world will vary, and as a result so will the DM’s. I’ve played in games at both ends of the spectrum, where the DM decides everything about the world and dictates all options, and where all the participants collaboratively create the game world together, and at every point in between. I have my preference, but I wouldn’t say that any approach along that spectrum is guaranteed to result in either a good or bad game.</p><p></p><p>But as someone who used to be more on the DM Control end of the spectrum, and who has moved much closer to the other end, all I can say is my worries about setting integrity and all that stuff have pretty much vanished. I just don’t think it’s as big a risk as I used to think it would be. In fact, coming up with reasons for seemingly strange elements has proven to be a rewarding part of the game, and has yielded some of my table’s most memorable characters and stories.</p><p></p><p>My players are responsible for a good deal of the content in our game. As a DM, I no longer craft a world from top down, detailing everything from the gods to the towns to the guilds and everything in between. Now, I create a sketch and then rely on my players to help fill in the details through their characters and concepts they bring to the table. I’ve found that this actually makes us all more invested in the world, and creates a kind of creativity feedback where our ideas play off each other and inspire new ideas and so on. </p><p></p><p>So I just think that DMs sometimes need to hear that message. You can change your setting to accommodate the players. I agree that a player can indeed change their idea to better fit a game. All I’m saying is that so can a DM. </p><p></p><p>I don’t know if that’s me saying that the roles are equal. I do think that DMs tend to put in more work by default, even if the worldbuilding is heavily shared. Of course, the DMs who’ve written a 25 page campaign guide and predetermined every detail about the world are going to have put in a lot more work. </p><p></p><p>And I think that maybe all that effort is what’s being defended in this thread. Which is understandable, I suppose. </p><p></p><p>But what about the enjoyment each participant gets from the game? Shouldn’t that be equal? Just as it would from almost any other social event.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7531825, member: 6785785"] That’s a good question. I don’t know if it has an easy answer because everyone’s game is different. The amount of input that the players have on the game world will vary, and as a result so will the DM’s. I’ve played in games at both ends of the spectrum, where the DM decides everything about the world and dictates all options, and where all the participants collaboratively create the game world together, and at every point in between. I have my preference, but I wouldn’t say that any approach along that spectrum is guaranteed to result in either a good or bad game. But as someone who used to be more on the DM Control end of the spectrum, and who has moved much closer to the other end, all I can say is my worries about setting integrity and all that stuff have pretty much vanished. I just don’t think it’s as big a risk as I used to think it would be. In fact, coming up with reasons for seemingly strange elements has proven to be a rewarding part of the game, and has yielded some of my table’s most memorable characters and stories. My players are responsible for a good deal of the content in our game. As a DM, I no longer craft a world from top down, detailing everything from the gods to the towns to the guilds and everything in between. Now, I create a sketch and then rely on my players to help fill in the details through their characters and concepts they bring to the table. I’ve found that this actually makes us all more invested in the world, and creates a kind of creativity feedback where our ideas play off each other and inspire new ideas and so on. So I just think that DMs sometimes need to hear that message. You can change your setting to accommodate the players. I agree that a player can indeed change their idea to better fit a game. All I’m saying is that so can a DM. I don’t know if that’s me saying that the roles are equal. I do think that DMs tend to put in more work by default, even if the worldbuilding is heavily shared. Of course, the DMs who’ve written a 25 page campaign guide and predetermined every detail about the world are going to have put in a lot more work. And I think that maybe all that effort is what’s being defended in this thread. Which is understandable, I suppose. But what about the enjoyment each participant gets from the game? Shouldn’t that be equal? Just as it would from almost any other social event. [/QUOTE]
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