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Players should play, and not be heard: Campaign Edition
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<blockquote data-quote="Umbran" data-source="post: 7425849" data-attributes="member: 177"><p>Yeah, about that "limit". WHile the original thesis stipulated D&D, that has zero impact on the point.</p><p></p><p>Yes, those other games have explicit systems for including players in world construction. But so what? Does D&D have an explicit system for building its game world that a collaborative method would violate? No! D&D doesn't give a fetid dingo's kidney about how you build your game world! </p><p></p><p>As an example: you could very easily peel the world-building system out of, say, the Dresden Files RPG (which is a FATE-based game, with a collaborative world-building step before character generation in which the players help create many of the most important locations and factions or people in the game world) and use it to build a D&D world, because that process is pretty much agnostic to the rules of session play. You could *super easy* build a City of Lankhmar style game setting with that! You'd be assured that every element you used would be interesting to someone at the table, because they suggested it!</p><p></p><p>So, limit the discussion to D&D all you want - that is orthogonal* to the choice of how the world for the game gets built.</p><p></p><p>This is not to say that there's anything at all wrong with picking the game world as GM. I did it myself for teh two games I'm running now. But neither am I against a collaborative approach. I may try one for whatever game I start next.</p><p></p><p></p><p>*Yes, I like the word, okay?</p></blockquote><p></p>
[QUOTE="Umbran, post: 7425849, member: 177"] Yeah, about that "limit". WHile the original thesis stipulated D&D, that has zero impact on the point. Yes, those other games have explicit systems for including players in world construction. But so what? Does D&D have an explicit system for building its game world that a collaborative method would violate? No! D&D doesn't give a fetid dingo's kidney about how you build your game world! As an example: you could very easily peel the world-building system out of, say, the Dresden Files RPG (which is a FATE-based game, with a collaborative world-building step before character generation in which the players help create many of the most important locations and factions or people in the game world) and use it to build a D&D world, because that process is pretty much agnostic to the rules of session play. You could *super easy* build a City of Lankhmar style game setting with that! You'd be assured that every element you used would be interesting to someone at the table, because they suggested it! So, limit the discussion to D&D all you want - that is orthogonal* to the choice of how the world for the game gets built. This is not to say that there's anything at all wrong with picking the game world as GM. I did it myself for teh two games I'm running now. But neither am I against a collaborative approach. I may try one for whatever game I start next. *Yes, I like the word, okay? [/QUOTE]
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