Second try on this - computer died halfway through the first try...
In real life some people have dangerous jobs, and could be considered bold and daring just for doing those jobs each day.
That doesn't mean those people aren't going to use every safety mechanism they have in order to reduce their risk, does it?
I'm not playing real life. I'm playing a game.
I'm not saying that PCs should be suicidal. I'm saying I don't enjoy when they become overly cautious. They're brave as could be when the risk is minimal....wading into a horde of orcs because they know they have the HP to spare, but then grinding to a halt because a door in a dungeon may have a trap, and suddenly we're debating for a half hour what to do.
It's something that happens from time to time and which I find incredibly frustrating. It happened in my 5E campaign when I decided to run Tomb of Annihilation. My bold and daring PCs became tentative, overly cautious duds.
If I said it's bad I mis-spoke; it's always good.
Much of this - hometown, family make-up, etc. - is done by random roll; not everyone worries about it until-unless their character looks like it's going to last a while. After this, players are free to string those randomly-generated elements together however they like, subject to veto (which I'd usually only do in cases of abuse or in cases where what the player is doing clashes with something already established).
Okay. So this aspect of gaming isn't as important to you and your group. The idea that a player may have a somewhat specific idea for the kind of character they want to play, and the kind of things they may want to see come up in play. That's not something your group worries about. That's fine.
Other groups do. I know we've discussed this in the past.....you don't want PCs to be the stars of the show, to be "special snowflakes" and for the events of the game to revolve around them.
I actually think it's essential to play with high agency.
Depends what it is they want the character to know, and the context. When faced with some sticky problem in the field I don't want someone just deciding they know the answer; but if it's been established ahead of time that the PC has this knowledge then cool - run with it. If there's doubt, we roll; and if the player doesn't have the info then I'm forced to give it.
All info as regards setting flows from me at some point unless I've given permission otherwise. If you-as-player want to write up all the details about your home village that otherwise hasn't entered play yet, chances are I'm not gonna stop ya.
So let's say your PCs run into some nefarious organization......they know that this group is operating in the city, but not exactly what they're up to or why. Do you allow the players any kind of attempt at a knowledge check or similar to see if their character knows anything about the organization?
If so, and the check succeeds and it's determined that the PC knows something about this group, how is the impact of this (the character suddenly knowing something that they had not previously seemed to know) any different than if another game let's the player decide it through some other mechanic? In both cases, the character did not seem to know something, and then suddenly does!
It's not really an issue because there was never any reason for it to come up until the relevant thing appears, whether it's a nefarious organization, or hills to the north.
The knowledge gap causes problems in either direction. If the player knows more than the PC (e.g. the old fire-v-trolls debate) then metagame headaches arise. If the character knows more than the player then the player can't properly role-play the character or make truly informed decisions for it. Thus, keeping player knowledge of the fiction and character knowledge of the fiction in close alignment is beneficial. It'll never be perfect, but that doesn't make the attempt worthless.
These are only headaches if you let them be headaches.
What the character knows is entirely made up. It can be whatever we like it to be, per the rules and methods of the game. However, to look at it as you're describing it, the character would "know" an unfathomable amount more about their life and their world than the player can possibly imagine. If that prevented us from role-playing or from making informed decisions, then there would be no role-playing.
In my opinion, it's better to accept this fact and then craft the game with this in mind, rather than trying to craft the game to somehow try and fight that fact.
Agreed, though broad-stroke things like the placement of ranges of hills (that are close enough for the PCs to see if they just look that way!) really should be given ahead of time - particularly to the player of the PC who specifically has local knowledge.
Question: would you allow local-knowledge-guy to tell you what monsters live in those hills as well? (in other words, can the players set their own enemies?)
That's a good question. I'm thinking of some Powered by the Apocalypse games I know where such an action would have a roll, and then based on the result of the roll, the player can either determine X number of facts about a place, or can force the GM to reveal X number of truths about the place.
So yes, it's possible that under such a rule system, the player could have a say in what kinds of foes they may face. I don't think I'd limit it to just what the player had determined.
But then, a the same time, you have to kind of ask yourself why as a GM, when a player literally tells you what he'd like to see happen in the game, you'd decide to do something else. I think this is a big part of the gulf between our views.....
Thing is, once you move from "ask the GM" to "tell the GM" you're into collaborative storytelling - which, as I've said before, is fine as long as it's recognized as such.
If "tell the GM" is collaborative storytelling, then "ask the GM" is solo storytelling by the GM.
Neither is true, and both are a mis-categorization of the approach.
You're always going to end up with a set sequence of fictional events! It's called the game log.
End up with, is the key phrase here. You've used "story" to describe things that have yet to happen. This is why I prefer to use fiction. But this just seems to be a matter of preference.
As for the participants creating a shared fiction, I see it that one participant is responsible for creating the scenery and backdrop and then all of them including that one are responsible for creating the story (or sequence of events) that happens within it.
Story that happens elsewhere that may or may not affect the PCs either at the time or later; or story that affects a different group of PCs (in a multi-party campaign); or story that led to the situation being what it is now i.e. history.
I think of that more as backstory. It may be relevant....it may be very relevant.....but it's not the story that we are telling when we play. That story is the story of the PCs.
Much like all the stuff about Sauron and Morgoth and all that Silmarillion stuff is backstory, but Lord of the Rings is the story of Frodo and his journey to Mount Doom to destroy the One Ring.
Again, I think this is really just our preferred terms. I see many GMs use the phrase story when they have a very adventure path type game in mind, where A happens and B happens and then C, and so on. It's already set prior to play.
Hypothetical example using my current setting: I might have a line in my pre-campaign setting notes saying a dormant volcano about 40 miles west of Praetos City is going to erupt on Auril 30 1085. The campaign starts in mid-1082; I-as-DM have no idea in hell what they'll be doing or where they'll be on Auril 30 1085 or even if the campaign will go that long. They might be a thousand miles away, in which case the eruption might never affect them at all. But if for some reason they happen to be wandering around west of Praetos at the time they're in for a world o' trouble. Is this sort of thing bad campaign design? I don't think so.
Why would you care about this at all ahead of time? Seriously, have it erupt or not in some manner that may be relevant to the PCs. But deciding ahead of time that it will erupt on such and such a date regardless of what meaning it may have for the game.....that's not a story.
Another actual example from my campaign: a party found a way to access a city that sank beneath the sea 1000 years ago (actually 1082 years; the sinking started the current calendar!), and found sort-of people still living there. On returning to the surface they presented this means of access (a device called The Way) to the current head of the ruling council of the city whose population is mostly made up of descendents of survivors of the sinking. Much celebration ensued. Party moved on to other things.
A year later they return to that city, but unknown to them things haven't been static while they were gone. The head of that ruling council took advantage of all the euphoria over The Way's discovery to quietly, quickly, and with no small amount of luck bump off all the other council members and declare herself Empress. She's still pleased with the PCs who brought her The Way, along with their associates, meaning the PCs now find themselves with a friend in the highest of places. Is this sort of ongoing backstory bad campaign design? I don't think so.
No, that's fine! When it comes to agency, I think it matters quite a bit how all this stuff comes up and why the GM decides to structure things as he has. None of it is bad, by any means.
It seems like this is the GM taking existing details of the fiction, and then crafting a situation that may challenge the PCs. That's pretty much what the GM's job should be.
If the GM decides there's hills to the north ahead of time and appropriately works this in to the players' up-front knowledge, it's great.
If either the GM or the players decide on the spot that there's hills to the north yet a PC in-character already knew they were there it's a long way from great.
You're just repeating what you already said. I know your preference. I'm asking why is it a long way from great?