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<blockquote data-quote="Oofta" data-source="post: 7002401" data-attributes="member: 6801845"><p>I agree. The only trick is how much structure is necessary, and how to empower people to shape and change the world while still keeping a cohesive backstory. So for my world, not allowing drow is a cultural thing. People on the surface world would kill a drow on sight just as most people would kill a poisonous spider that got into their house (like the black widow I found the cats playing with a couple of years ago <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> ).</p><p></p><p>Is that too restricting? For some people, maybe. But it's also part of my world having logical consistency.</p><p></p><p>On the other hand asking people to help me flesh out organizations that they belong to, working with them to develop interesting back stories and NPCs is all encouraged.</p><p></p><p>I know some people go further and make players responsible for entire cities/regions ... I'd be curious to see how it worked but that's probably a topic for a different thread.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7002401, member: 6801845"] I agree. The only trick is how much structure is necessary, and how to empower people to shape and change the world while still keeping a cohesive backstory. So for my world, not allowing drow is a cultural thing. People on the surface world would kill a drow on sight just as most people would kill a poisonous spider that got into their house (like the black widow I found the cats playing with a couple of years ago :uhoh: ). Is that too restricting? For some people, maybe. But it's also part of my world having logical consistency. On the other hand asking people to help me flesh out organizations that they belong to, working with them to develop interesting back stories and NPCs is all encouraged. I know some people go further and make players responsible for entire cities/regions ... I'd be curious to see how it worked but that's probably a topic for a different thread. [/QUOTE]
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