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<blockquote data-quote="JiffyPopTart" data-source="post: 8162863" data-attributes="member: 4881"><p>I'd strongly agree with this statement. There is nothing baked into the 5e rules that prevents collaborative storytelling at all.</p><p></p><p>The players and GM can create the entire world collaboratively. I have done this very thing in one campaign where I asked a series of questions and the players answered with the things they wanted to add.</p><p></p><p>The GM and players can collaborate on a campaign premise. If everyone is really into pirates they can ask the GM tondo a pirate campaign and the GM can oblige in the world they created.</p><p></p><p>The GM and players can collaborate on individual adventures. Perhaps one player, the ship captain, can invent a Dread Pirate Roberts that has been sighted in the waters and the gM can design an adventure around how the players describe him.</p><p></p><p>The GM and players can even collaborate during the game. Maybe the player with the Bard states out of the blue "I guess we need some horses to get there fast....I happen to know a guy that owes me a favor, he probably would let me borrow a horse if I promise to return it."</p><p></p><p>None of the example above are bumping up against 5e design, and all are illustrative of how a healthy collaborative game goes, not just players clumsily trying to randomize and adventure as proposed earlier.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8162863, member: 4881"] I'd strongly agree with this statement. There is nothing baked into the 5e rules that prevents collaborative storytelling at all. The players and GM can create the entire world collaboratively. I have done this very thing in one campaign where I asked a series of questions and the players answered with the things they wanted to add. The GM and players can collaborate on a campaign premise. If everyone is really into pirates they can ask the GM tondo a pirate campaign and the GM can oblige in the world they created. The GM and players can collaborate on individual adventures. Perhaps one player, the ship captain, can invent a Dread Pirate Roberts that has been sighted in the waters and the gM can design an adventure around how the players describe him. The GM and players can even collaborate during the game. Maybe the player with the Bard states out of the blue "I guess we need some horses to get there fast....I happen to know a guy that owes me a favor, he probably would let me borrow a horse if I promise to return it." None of the example above are bumping up against 5e design, and all are illustrative of how a healthy collaborative game goes, not just players clumsily trying to randomize and adventure as proposed earlier. [/QUOTE]
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