While I certainly agree that players are more engaged by enemies/accomplishments made during play than those created outside of it, both have their place in my campaigns.Make an enemy or an ally in play, not on your character sheet. Join an organization, or found one, in actual play, not before the game.
Then again, my group sees RPG's as both games and a kind of collaborative fiction, so I neither mind a player traipsing into the author-space to create some proper nouns (people! places! things!), nor do they mind if I enter player-space and muck around with their PC's background fiction. Rather, there's the expectation that the line between player and DM will blur.
Re: exploration... it's important to me as well, and in a way, my group's heavily collaborative approach facilitates exploration.
This is great suggestion, but sometimes it's just not practical. It's hard to get a group with diverse interests/goals to agree to spend a lot of (real) time and (imaginary) resources on one character's shtick, say like creating a particular Thieves Guild. It's easier to simply 'write it' into existence, outside of actual play. Particularly if the shtick isn't going to be the focus of the campaign, if it's just part of one PC's time in the spotlight.If you want something for your character, awesome, make it a goal and let's roleplay it together, as a group, by playing the game.
Last edited: