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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="soviet" data-source="post: 9514413" data-attributes="member: 6925338"><p>I understand. I also like games of that type, and in fact wrote and published one called Other Worlds that has 'players create the gameworld' as a central part of play. </p><p></p><p>My posts, and I think the posts of others, have still been about what's possible or enjoyable within D&D. I don't just play storygame style RPGs. I also play and GM traditional games like D&D, MERP, and WFRP 1e. </p><p></p><p>When I run those games I do approach them differently, and I don't delegate world creation elements to the players in the same way. BUT, I have learned that such delegation can be fun, particularly at a micro level. So if the players go somewhere I haven't prepped, eg a roadside tavern, I might ask them to tell me some things about it - who the landlord is, whether there's a band, whather there's food, other details. I might even deliberately leave things as blank during prep with the express intention of asking the players those questions in play. And if players say stuff like 'hey, I know a blacksmith round here'... well, maybe they do. I try to roll with it. Sometimes I really have prepped the whole village, or there's a special reason why there wouldn't be a blacksmith, and then I would say no.</p><p></p><p>While some games are more equipped to handle this stuff than others, I don't think there's anything special about D&D or other trad games that makes player contributions to the world difficult, or risky.</p></blockquote><p></p>
[QUOTE="soviet, post: 9514413, member: 6925338"] I understand. I also like games of that type, and in fact wrote and published one called Other Worlds that has 'players create the gameworld' as a central part of play. My posts, and I think the posts of others, have still been about what's possible or enjoyable within D&D. I don't just play storygame style RPGs. I also play and GM traditional games like D&D, MERP, and WFRP 1e. When I run those games I do approach them differently, and I don't delegate world creation elements to the players in the same way. BUT, I have learned that such delegation can be fun, particularly at a micro level. So if the players go somewhere I haven't prepped, eg a roadside tavern, I might ask them to tell me some things about it - who the landlord is, whether there's a band, whather there's food, other details. I might even deliberately leave things as blank during prep with the express intention of asking the players those questions in play. And if players say stuff like 'hey, I know a blacksmith round here'... well, maybe they do. I try to roll with it. Sometimes I really have prepped the whole village, or there's a special reason why there wouldn't be a blacksmith, and then I would say no. While some games are more equipped to handle this stuff than others, I don't think there's anything special about D&D or other trad games that makes player contributions to the world difficult, or risky. [/QUOTE]
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