Hussar
Legend
Player input is the best thing to happen to my games, too.
I'm constantly seeking input, usually like this: "Okay, what do your characters do now?"
My games wouldn't be the same without it.
My point here is that this is not the only way of doing things. When designing a campaign, another approach is to start by asking the players, "what game do you want to play?" and working as a group to hash out a rough outline of a game - typically high level stuff like theme, genre, maybe a couple of highlights.
My intent was that his intent was to gain an advantage.
/snip
RC
My solution is to not play with people like this any more. Since you have a choice of players, why would you include someone at your table whose play style you obviously don't share? If someone is trying to abuse the system to gain mechanical advantage, and continues to do so despite being told that such play is not preferred at the table, why play with this person?
The initiating space is primarily the domain of the DM. THe player doesn't have the authority to change or create, to some extent. Obviously, the act of creating a PC is the act of creation, as is tying it to the world. The player has limited rights pre-game. Smart players know how to get away with more, by making things up the DM likes, they inherently get to create more than dumb players who rub the GM the wrong way with their ideas.
Given how we don't really get much more control than that in the real world...
/snip
This is certainly one approach to gaming, and IMO, probably the most common one as well. I've certainly played, continue to play and DM in this style as well. Not all the time, now, but, there's certainly nothing wrong with it.
My ((proabably terribly described)) argument has been that this does not have to be true. That it is entirely possible for the players to be actively engaged in setting creation, even during play. They can also be actively engaged in theme and plot as well. It does require a very different mindset from the players though. The players have to be willing to take a different view of the campaign - in other words, they have to become a LOT less passive in their consumption of the game.
To me, there's nothing wrong with this. The play goals are simply very different from a standard (if that's the right term) campaign. Instead of "experience the adventures and see what happens" goals shift towards explorations of themes or concepts. If the group agrees to play a campaign centered around gender politics, for example, the events of the campaign are less important than that exploration. The events act as a framework or catalyst for generating that exploration.
I guess, at the end of the day, it comes all the way back to the usual disagreement I have with Raven Crowking - how important is the setting?
