steeldragons
Steeliest of the dragons
I'm not sure I understand the question, as it applies to 5E. Do you mean, "should 5E have shared story-game" elements, something like Fiasco or Burning Wheel, or do you meann something else?
Not at all...at least, I don't think that's what I'm asking.
Maybe...in a way. How much should 5e being trying to tell you what your world should be/has to look like? But not even that...I'm asking, point blank, how much do you, as the DM, have/want control over the setting...and/or how much should/do you allow/want your players to contribute?
It's a pretty plain "DM-power/allowance" question.
Otherwise, 5E wouldn't likely have any more or less aptitude for any of this than any other game system. Myself, I prefer "sandbox" style, where players can go to anyplace and try anything (and let the dice help determine if they succeed or fail) but I prefer to keep the "facts of the world" as my sole purview,
That's wut I'm tawkin' about.

...as in, "This kingdom has a Baron named Alpha, the state next door is a fledgling democracy, and that road to the mountains is haunted" instead of letting players supply new elements. I don't mind the occasional "yes, that room has a chandelier and a table" or "you can easily find an apple in the corner", but I have a blind spot when it comes to sharing the creativity of "big picture" elements, mainly because (1) my current players don't find that as plausible and engaging, and (2) previous bad experiences on my part, at least for D&D. If I were playing a game such as Fiasco, I would think differently of it, because shared story elements are built into the game play, but for traditional RPGs like D&D, Shadowrun, Call of Cthulhu, etc. I tend to keep the world creation to myself.
Cool. That's what I'm looking for. You answered it thoroughly and admirably.
I try to leave as much room for player input as possible. So, for instance, a cleric can invent his god/religion if he/she wants. Someone playing an elf is free to invent whatever details about elven society he/she likes, so long as I can make it fit with what's already known about the world. Which, in the beginning, isn't much.
I generally take charge of the deities, myself. Not saying that if a player wants to have a cleric PC of some god of stuff I haven't accounted for, I don't allow it...if it's not beyond the pale. A good few of my own world's, Orea's, deities came from player desire/input...from my, albeit limited, memory, the gods of the forest/wilds/animals, the sun/protection of travelers/change, and the goddess of winter were all player's contributions.
They didn't stipulate the religion or the mythology or anything...I worked all of that in...made it fit with the already occurring races, cultures, mythologies, but the fact they were a cleric of X, that was all them. Some liked how it turned out...some didn't. C'est la guerre.
Accommodating this sort of thing and getting my players involved is one of the reasons I do world creation from the bottom-up.
Good reason.

As for 5e, if the designers tie implied setting so tightly to the rules that changing things is problematic, or too bothersome, then I won't be running the game.
That's kind of what I'm getting at. How much is "too much"? How much, or none at all(!), should be included in the "default" 5e?
I pretty much go to rassle for tweak. The more I get to affect your character, the more you can affect my world.
This is goooood. I like this. I don't think I've ever played it this way...I allow or add various things to the world as the players suggest or ask for them, but I like this line of thinking/never thought of it as "the more you add/the more I can affect your character". I've done it, I suppose subconsciously...but hearing/reading it in black and white, makes a hella lotta sense.
Overall, I let players meddle with anything I didn't have plans or descriptions for already. There are 6 Kingdoms. You can't be from a Seventh. If you really want to be from another kingdom, know your homeland is a minor player in the world. Your customs are unknown. Your king or queen has little clout and you are viewed as a suspicious outsider or a funny foreigner.
This sounds imminently reasonable. I can't imagine players having issue with this. Though, I'm sure, there are those that would...existing somewhere.
But if they want to create a minor town as a rest spot and named the mayor and shopkeep fine. The second they relinquish control, they are mostly mine. At wish point I did if the mayor has a problem with the ale and leaves his house for a sip every night or not.
Good stuff. Let the players "make"/come up with the space...then take control of it. Me likey.
My preference has always been for "DM is in charge of creating the world and everything outside the character", both as a player and as a DM.
I don't mind if 5e supports and explains other ways of doing it as well, but I do hope that it supports the way I like too.
Cheers
I am of the same mind. <Depeche Mode song begins to play in the background>The World is Mine...but don't tell me, 5e, in the books/"rules", the world has to be X or y.</Depeche Mode>
Again, imminently sensible. Do as you please...and, 5e, give me the tools/options to do so...or, at least, don't tell me I "can't" do it this way because it's somehow stepping on the PCs/"against duh rulz".
Depends on the group. There are groups where it is easy to create a world or build upon a world with (the new Orea group is such a one)





...and then there are groups who don't really have much interest in doing that and leave it up to me. And lots of variations.
Generally, I prefer my players to have some input over leaving it all to me. Even if they just say "I wanna play this or that, how do I do that?" That may mean creating a custom race/class/magic system/religion etc and with that, the player has already had an influence on the world.
Just so...and likely not a small one. If/when my people came up with some element I hadn't detailed or thought of yet (and i like it/it's "good"), then it almost always becomes a solid staple of the game world.
I've had gods, religions, orders of paladins, "rules"/staples for spellcasting, any number of cultural notes, regional delicacies..regional resources, even a "class" or two become the norm for Orea...simply because of player creativity. I might, almost certainly in fact, "tweak" it or mold the explanation/background more into the existing vision of the world...but the player's contribution is by no means thrown aside. [Ok, in the case of completely divergent, overpowered, or simple nonsense ideas, they are thrown aside...] but all in all, pretty much all of my players can say they've contributed to the game world in some fashion. It's a question of knowing one's players/group, I suppose. Playing with "like minded people" and all of that.
If there is one follower of Arbrachadned the Allseeing, then there will be more of his clergy somewhere. If there is one felinoid, others will exist. If there is one wizard not using vancian but mana points, he is unlikely to be the only one. Thus, the world has already be changed.
This is what I consider to be [part of] the beauty of D&D. I heartily hope 5e will provide the allowances for this, from the base/core on up.
As opposed to a buncha "rules" that mandate the DM do things "this way"...and incur the wrath of the rule-lawyers if they don't.
Same with background stories. So this fighter comes from a place destroyed by war and he's the only survivor? OK, let's add the battle to the world's history. Mom was a famous vampire hunter but the daughter just wants to follow the ways of her god? Sure, let's put in NPCs knowing her mother and judge her by it and let the bard's sing the mother's praise. PC is supposed to be a crazy mix of races? Let's add a mad wizard into history who experimented with breeding.
Small things, but they do influence the world.
Precisely. I find, in many cases, "it's the little things" that provide the most flavor. Sure, some of them might fall by the wayside...But, as a DM, I do attempt to bring them in to enforce their impact on the "living breathing immersive" world.
I had a pseudo-dragon familiar of a magist one time who prompted the wizard player to mention, "Mother has two"...done! IN the game. The same player "presumed" that the Polymorph spells (and I'm only reminded of this because of my Story Hour) were "forbidden curses" in her mage-run homeland. DONE! Into the world/story it goes...what are the OTHER forbiden curses? I don't/didn't know yet. But it's in there. You [the player] might benefit from this creation...you [the player OR DM!] may lament it later...but it's in there now.
If 5e would limit any of this and make it impossible to keep this flexibility, then it is not for me. If it is just the outline of suggested rules to expand upon, as I have done with all editions, then it is just fine, and buying it or not just depends on original content and my player's preferences.
I am inclined to agree...which is kinda why I posted this as a thread. I expect other people's game-style will vary...but likin' what I'm hearin' so far!

Thanks for the responses, all. Good stuff.
--SD