Hussar
Legend
Imaro said:So you determine what is "above and beyond" what is "required" by the game... and here I thought each persons game was a unique thing, if not in all ways at least in some. How do you know your PC's won't decide that a Thieve's Guild is the perfect place to get some info from? Or to get a loan for better equipment? Or even to take over? (NOTE: My Pc's have decided to do each of these things at one time or another and didn't necessarily tell me before game that was their plan.) That's the problem with pre-determining what is necessary or required as a general thing. In my game the Thieve's Guild isn't a story it is a situation which can and might be interacted with in any way the PC's might decide to. It actually empowers their creativity by offering another option to interact with in the game.
So, you're saying that your players, with no preamble, with no pre-existing ideas, suddenly decided to take over the Thieve's Guild with absolutely no warning? Wow, that's pretty much completely alien to my games.
For me, it would be, "Hey, is there a thieves guild in this town?" "umm, sure, why do you ask?" "Well, I'd really like to get involved in that, cos, it would totally fit with my character and I have some great ideas." "Ok, that's cool. You're going to have to do a bit of background searching into the town, make some contacts first."
And, since that's going to take some in game time, we'll come back to that next week and poof, now there's a thieves guild in the town, because that's what the players wanted to interact with.
And here's the thing. At no time did I have to detail up the heirarchy of the thieves guild until such time as the players made it an issue. Not world building, setting construction, because the plot of the game now focuses on the thieves guild. If the players never brought up the thieves guild and I as the DM had no intention of using a storyline with a thieves guild, the theives guild never exists.
Nightson said:That's not a choice. That's just passive-aggressive railroading.
So, all the NPC's in your world are just frozen in Final Fantasy style limbo until such time as the PC's interact with them? The Baron never tries to take over his neighbour independent of your PC's actions? There are no plots OTHER than what the players interact with?
And this is what you consider world building?