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General Tabletop Discussion
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Character play vs Player play
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<blockquote data-quote="pemerton" data-source="post: 6422034" data-attributes="member: 42582"><p>Of course I'm conflating them, because it is not in general true that once the game starts world elements are set in stone. It's a staple of D&D GMing advice, for instance, to start with a village and a single dungeon, and gradually expand the scope of the game as play unfolds. Not to mention that new NPCs, organisations, etc - all of which are elements of the GM-authored backstory - are being created all the time.</p><p></p><p>Until a player decides to set up a thieves' guild of his/her own, there's a good chance the GM has never thought through the details of any rival guilds. Now s/he is invited to (by the situation, and by Gygax in the form of GMing advice). As I said upthread, I don't recall ever seeing a suggestion that the GM, in developing these new elements of the backstory, should not have regard to what the players are interested in.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6422034, member: 42582"] Of course I'm conflating them, because it is not in general true that once the game starts world elements are set in stone. It's a staple of D&D GMing advice, for instance, to start with a village and a single dungeon, and gradually expand the scope of the game as play unfolds. Not to mention that new NPCs, organisations, etc - all of which are elements of the GM-authored backstory - are being created all the time. Until a player decides to set up a thieves' guild of his/her own, there's a good chance the GM has never thought through the details of any rival guilds. Now s/he is invited to (by the situation, and by Gygax in the form of GMing advice). As I said upthread, I don't recall ever seeing a suggestion that the GM, in developing these new elements of the backstory, should not have regard to what the players are interested in. [/QUOTE]
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