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<blockquote data-quote="Emerikol" data-source="post: 9479611" data-attributes="member: 6698278"><p>I guess I'm a Gygaxian at heart. I always say "I'm playing in so and so's campaign" when I play. Sometimes if you have a lot of games going you may give each of your campaign's a name. Or if you are famous, like Gygax. Or you want to sell it. </p><p></p><p></p><p>Yes. I'm insistent on Actor stance. I may allow "off camera" broad instructions to be state. Something like, "I've told my henchman to stay at the castle and practice his swordplay". Now. No conversation happened. That is the Player talking to the DM. The DM then handles that off camera. All kinds of things could happen including the henchman doing something different. To me that is not "in game" activity. In game, the players stay in actor stance. It improves immersion. We also avoid games that break people out of actor stance.</p><p></p><p></p><p>Well there are three ways.</p><p>1. Just allow the PC to do it and you automatically accept it into the campaign world. Outcomes include success and totally wrecking of your campaign world.</p><p>2. Let the PC develop something you must approve that fits your world well. This wastes time but it can work as long as you approve it. I think the PC should present broad ideas and the DM should collaborate. So start with a broad suggestion and if that seems non-campaign damaging go to the next step. The key here is the player has really engaged with the world well and his work fits the campaign concept. Not every player can do this but some are great at it.</p><p>3. Reject everything. This potentially loses you some good ideas. I find with some groups this actually is the best approach because they are the type of personalities to not read the intro and not even try to mesh with the world. </p><p></p><p>I'm not saying people can't or won't do things differently and succeed. I'm just saying my formula consistently results in fun and good campaigns for my players and me. I often get complemented that my world just seems real and other campaigns don't.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 9479611, member: 6698278"] I guess I'm a Gygaxian at heart. I always say "I'm playing in so and so's campaign" when I play. Sometimes if you have a lot of games going you may give each of your campaign's a name. Or if you are famous, like Gygax. Or you want to sell it. Yes. I'm insistent on Actor stance. I may allow "off camera" broad instructions to be state. Something like, "I've told my henchman to stay at the castle and practice his swordplay". Now. No conversation happened. That is the Player talking to the DM. The DM then handles that off camera. All kinds of things could happen including the henchman doing something different. To me that is not "in game" activity. In game, the players stay in actor stance. It improves immersion. We also avoid games that break people out of actor stance. Well there are three ways. 1. Just allow the PC to do it and you automatically accept it into the campaign world. Outcomes include success and totally wrecking of your campaign world. 2. Let the PC develop something you must approve that fits your world well. This wastes time but it can work as long as you approve it. I think the PC should present broad ideas and the DM should collaborate. So start with a broad suggestion and if that seems non-campaign damaging go to the next step. The key here is the player has really engaged with the world well and his work fits the campaign concept. Not every player can do this but some are great at it. 3. Reject everything. This potentially loses you some good ideas. I find with some groups this actually is the best approach because they are the type of personalities to not read the intro and not even try to mesh with the world. I'm not saying people can't or won't do things differently and succeed. I'm just saying my formula consistently results in fun and good campaigns for my players and me. I often get complemented that my world just seems real and other campaigns don't. [/QUOTE]
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