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Players building v players exploring a campaign
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<blockquote data-quote="Wednesday Boy" data-source="post: 7121725" data-attributes="member: 53678"><p>One of my GMs writes his setting, the history for the setting, and his plot outline, then gives extra credit opportunities where players can create characters, events, places, and items for the campaign in exchange for one time use boons in the game. Players get to give as much detail as they want and can go in whatever direction they want. The GM then takes those items and integrates them in his game as he sees fit. Submitting the extra credit doesn't mean it'll show up in the game and if it does show up in the game it'll be interpreted and used however the GM sees fit.</p><p></p><p>It's nice because these extra credit submissions can indicate to the GM plot or story elements that the players are interested in. And they can serve as inspiration for the GM. An event one player came up with inspired one of the major plot points of his last campaign. We also get to come up with wide ranging backstories and if they veer too far from his image of the setting, he reins us in. It's the perfect balance of freedom to provide input with the GM's ability to put boundaries where he needs them.</p><p></p><p>In a different group we frequently play Fate and the players collaborate with the GM on campaign elements before the game starts. I find it works very well by getting players and the GM on the same page for what the campaign is going to be about and what interests both the players and GM. And same with the GM I mentioned above, the GMs get to make the final ruling on elements created by the players. Sometimes the elements are negotiated by the GM ("I don't like this trait that you gave this NPC. Can we change it to that instead?") or sometimes the elements are vetoed by the GM ("I want to keep this area of the map mysterious, so let's not put any elements there. Could your element work in this area instead?").</p><p></p><p>As a player both approaches help increase my buy-in to the campaign and neither stifle the mystery or plot that the GM wants us to pursue.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 7121725, member: 53678"] One of my GMs writes his setting, the history for the setting, and his plot outline, then gives extra credit opportunities where players can create characters, events, places, and items for the campaign in exchange for one time use boons in the game. Players get to give as much detail as they want and can go in whatever direction they want. The GM then takes those items and integrates them in his game as he sees fit. Submitting the extra credit doesn't mean it'll show up in the game and if it does show up in the game it'll be interpreted and used however the GM sees fit. It's nice because these extra credit submissions can indicate to the GM plot or story elements that the players are interested in. And they can serve as inspiration for the GM. An event one player came up with inspired one of the major plot points of his last campaign. We also get to come up with wide ranging backstories and if they veer too far from his image of the setting, he reins us in. It's the perfect balance of freedom to provide input with the GM's ability to put boundaries where he needs them. In a different group we frequently play Fate and the players collaborate with the GM on campaign elements before the game starts. I find it works very well by getting players and the GM on the same page for what the campaign is going to be about and what interests both the players and GM. And same with the GM I mentioned above, the GMs get to make the final ruling on elements created by the players. Sometimes the elements are negotiated by the GM ("I don't like this trait that you gave this NPC. Can we change it to that instead?") or sometimes the elements are vetoed by the GM ("I want to keep this area of the map mysterious, so let's not put any elements there. Could your element work in this area instead?"). As a player both approaches help increase my buy-in to the campaign and neither stifle the mystery or plot that the GM wants us to pursue. [/QUOTE]
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