Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Promotions/Press
Do Your PCs Make Your World?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JamesonCourage" data-source="post: 7652512" data-attributes="member: 6668292"><p>I can't speak for Danny, but I most certainly would not be disappointed by making my decisions beforehand. It's <em>necessary</em> for me to make them beforehand, even.</p><p></p><p>I have negative interest in making up my backstory as I go along. That pulls me so far out of immersion that it's not something I ever want to engage in. I want to know who I am, and experience has shown me that if I want to know that, I want to know where I've come from. Heck, it's why I made an optional Life Course for my RPG that lets you roll out random events (shaped by a few custom, pre-selected character traits). You can see what events have happened for your character, so that you have some hooks, know some NPCs (good or bad), have some history, and see how it shaped who you are now.</p><p></p><p>I'm not going to be disappointed by writing "sword" down, instead of leaving it blank until having a sword is convenient. I'm going to be happy when I write "sword" down, and then my sword being useful comes up, or when I improvise something because I don't have that axe.</p><p></p><p>I'm not going to be disappointed by making my decisions beforehand, and, if I'm running a game, it's not going to keep my players from having "fun opportunities to grow their character in the game world." They, like me, want a chance to have their characters connect with the world and the setting. They don't want to say "I knew this language all along" when it's convenient; they'd rather pantomime, look for translators, or the like, <em>and see how things grow out of those interactions</em>.</p><p></p><p>I get that you enjoy your style, but both your post (especially the bit I quoted above) and this article come off as a bit one-true-way ish, in my opinion. And both of those opinions, when taken to the extreme (one-true-way), are wrong. They definitely work for a lot of players, but I have negative interest in that style of game, and I'd probably bow out after the first session if I showed up and that was how things went down.</p><p></p><p>That's not to say that my way is objectively better, or anything. But I 100% object you statement, above. I'm going to be disappointed if we do it your way, not the other way around. Because, very simply, your way isn't right for me. And, perhaps predictably, KM's way isn't right for me, either. I'd much rather make explicit choices for my character before play, and do so based on explicit setting facts presented to me before play that I had no hand in making. I want the worlds and setting there, <em>prior</em> to me making my character. I want my background fleshed out, <em>prior</em> to me playing my character, so that I can immerse in my character (since that's what works for <em>me</em>).</p><p></p><p>Your way isn't bad, or wrong, or not-fun, or anything. I mean, for me it is, but it's not objectively so. And I hope people on both sides can at least see that it's simply preference, and that just because you found something revolutionary for you and your group at some point, it doesn't mean I'm missing out on fun (as you pretty explicitly said in the bit I quoted) because I don't like it. It just means that I don't like it. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 7652512, member: 6668292"] I can't speak for Danny, but I most certainly would not be disappointed by making my decisions beforehand. It's [I]necessary[/I] for me to make them beforehand, even. I have negative interest in making up my backstory as I go along. That pulls me so far out of immersion that it's not something I ever want to engage in. I want to know who I am, and experience has shown me that if I want to know that, I want to know where I've come from. Heck, it's why I made an optional Life Course for my RPG that lets you roll out random events (shaped by a few custom, pre-selected character traits). You can see what events have happened for your character, so that you have some hooks, know some NPCs (good or bad), have some history, and see how it shaped who you are now. I'm not going to be disappointed by writing "sword" down, instead of leaving it blank until having a sword is convenient. I'm going to be happy when I write "sword" down, and then my sword being useful comes up, or when I improvise something because I don't have that axe. I'm not going to be disappointed by making my decisions beforehand, and, if I'm running a game, it's not going to keep my players from having "fun opportunities to grow their character in the game world." They, like me, want a chance to have their characters connect with the world and the setting. They don't want to say "I knew this language all along" when it's convenient; they'd rather pantomime, look for translators, or the like, [I]and see how things grow out of those interactions[/I]. I get that you enjoy your style, but both your post (especially the bit I quoted above) and this article come off as a bit one-true-way ish, in my opinion. And both of those opinions, when taken to the extreme (one-true-way), are wrong. They definitely work for a lot of players, but I have negative interest in that style of game, and I'd probably bow out after the first session if I showed up and that was how things went down. That's not to say that my way is objectively better, or anything. But I 100% object you statement, above. I'm going to be disappointed if we do it your way, not the other way around. Because, very simply, your way isn't right for me. And, perhaps predictably, KM's way isn't right for me, either. I'd much rather make explicit choices for my character before play, and do so based on explicit setting facts presented to me before play that I had no hand in making. I want the worlds and setting there, [I]prior[/I] to me making my character. I want my background fleshed out, [I]prior[/I] to me playing my character, so that I can immerse in my character (since that's what works for [I]me[/I]). Your way isn't bad, or wrong, or not-fun, or anything. I mean, for me it is, but it's not objectively so. And I hope people on both sides can at least see that it's simply preference, and that just because you found something revolutionary for you and your group at some point, it doesn't mean I'm missing out on fun (as you pretty explicitly said in the bit I quoted) because I don't like it. It just means that I don't like it. As always, play what you like :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Promotions/Press
Do Your PCs Make Your World?
Top