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General Tabletop Discussion
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Cooperative World Building Rules?
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<blockquote data-quote="chaochou" data-source="post: 6260939" data-attributes="member: 99817"><p>I try to do co-operative world building in pretty much any game I run.</p><p></p><p>As you mentioned Diaspora (as most FATE games) has some rules for conducting this, and I've found them very successful in creating a universe the players are, and want to be, a part of.</p><p></p><p>I've done it more freeform with Apocalypse World and Burning Wheel, with the same results - player buy-in, pre-established player-generated conflicts and PCs already 'in motion' without the need for the guiding hand of the GM.</p><p></p><p>I don't know of any 'games' which do this though. It works well enough freeform that the idea of providing anything much more than guidance (like Diaspora) would lose something. Ime, it has to be free enough for people to ditch ideas that don't catch on and explore ones which capture everyone's imagination.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6260939, member: 99817"] I try to do co-operative world building in pretty much any game I run. As you mentioned Diaspora (as most FATE games) has some rules for conducting this, and I've found them very successful in creating a universe the players are, and want to be, a part of. I've done it more freeform with Apocalypse World and Burning Wheel, with the same results - player buy-in, pre-established player-generated conflicts and PCs already 'in motion' without the need for the guiding hand of the GM. I don't know of any 'games' which do this though. It works well enough freeform that the idea of providing anything much more than guidance (like Diaspora) would lose something. Ime, it has to be free enough for people to ditch ideas that don't catch on and explore ones which capture everyone's imagination. [/QUOTE]
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