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Players building v players exploring a campaign
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<blockquote data-quote="Celebrim" data-source="post: 7121717" data-attributes="member: 4937"><p>I think [MENTION=93444]shidaku[/MENTION] makes a good point about 'session zero'. One way that I have always allowed players to contribute to world building is through the creation of their character's backstory. Backstories are world building, as they almost always involve the creation of NPC's, historical events (from minor to world shaking), and organizations.</p><p></p><p>From my players backstories in my current campaign I've seen all the following added to my world:</p><p></p><p>a) The specifics of a major deity and her cult.</p><p>b) A heretical sect of a another major deity.</p><p>c) Several major NPCs, and numerous minor NPCs.</p><p>d) A half dozen greater spirits either out of whole cloth or previously known only by a name.</p><p>e) Two noble houses and their recent history.</p><p>f) A previously unknown civil war added to the regions timeline, along with a variety of other minor historical events.</p><p></p><p>Much of that I feel quite indebted to the player regarding his contributions to my setting and the creativity that they've assisted me with. There is a lot of good stuff that has come out of a player's backstory and desires for this character.</p><p></p><p>The difference between that and collaborative story telling is that since it is all in the past, it doesn't interfere with the linear unfolding of future events. Sure, we've just partially handed the player the reigns regarding the setting, but we aren't hashing out the future and therefore violating the players aesthetic of exploration and discovery. Nor are we harming the moment by moment challenges by giving protagonists the protection of plot. I'm perfectly happy to consider a player's injection or invention of new setting material when it meets that criteria. Even after "session 0", I'd still be perfectly happy to allow player's to help paint in the blank spaces of the canvas when the opportunity arises. I'm not offended (usually) by their aesthetic choices. I don't have to "have my own way".</p><p></p><p>But if a player (or even the GM) "has their own way" regarding the future layout of the story, why are we bothering to pretend this is a game?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7121717, member: 4937"] I think [MENTION=93444]shidaku[/MENTION] makes a good point about 'session zero'. One way that I have always allowed players to contribute to world building is through the creation of their character's backstory. Backstories are world building, as they almost always involve the creation of NPC's, historical events (from minor to world shaking), and organizations. From my players backstories in my current campaign I've seen all the following added to my world: a) The specifics of a major deity and her cult. b) A heretical sect of a another major deity. c) Several major NPCs, and numerous minor NPCs. d) A half dozen greater spirits either out of whole cloth or previously known only by a name. e) Two noble houses and their recent history. f) A previously unknown civil war added to the regions timeline, along with a variety of other minor historical events. Much of that I feel quite indebted to the player regarding his contributions to my setting and the creativity that they've assisted me with. There is a lot of good stuff that has come out of a player's backstory and desires for this character. The difference between that and collaborative story telling is that since it is all in the past, it doesn't interfere with the linear unfolding of future events. Sure, we've just partially handed the player the reigns regarding the setting, but we aren't hashing out the future and therefore violating the players aesthetic of exploration and discovery. Nor are we harming the moment by moment challenges by giving protagonists the protection of plot. I'm perfectly happy to consider a player's injection or invention of new setting material when it meets that criteria. Even after "session 0", I'd still be perfectly happy to allow player's to help paint in the blank spaces of the canvas when the opportunity arises. I'm not offended (usually) by their aesthetic choices. I don't have to "have my own way". But if a player (or even the GM) "has their own way" regarding the future layout of the story, why are we bothering to pretend this is a game? [/QUOTE]
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