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Forked Thread: Why the World Exists [GM-less Gaming]
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<blockquote data-quote="Thor" data-source="post: 4713323" data-attributes="member: 74284"><p>Hi Jim,</p><p></p><p>Interesting stuff. I too found Aria and Aria Worlds to be fascinating books, though deeply flawed as part of a game. I've always found those books to be inspiring, though, and drew on their ideas when creating the World Burner for the Burning Sands: Jihad supplement for Burning Wheel.</p><p></p><p>The idea behind our thoughts on this matter in Burning Wheel aligns with your thesis quite well: Giving players ownership of some of the details of a game world or campaign creates player investment in the setting. It helps them really care about it.</p><p></p><p>You don't necessarily need to hand over the keys to the kingdom either. I think it works best to build up a framework for your setting and have the players help you fill in the gaps.</p><p></p><p>For instance, a few years back a buddy of mine ran an all-dwarf game. The campaign was a quest to find and a legendary dwarven hall that had been lost until a group of miners accidentally found a sealed chamber that contained a riddle that seemed to describe the route to the hall. We were seeking an artifact. The only other stipulation was that each dwarf be from a different clan.</p><p></p><p>The GM had us answer questions like: How was the hall lost? What's the artifact? Why do you need it? What disaster will strike the dwarves if you don't succeed? Why are the clan chieftains trying to stop you from going on the trip? What is the most terrible obstacle you fear you will face on the journey? Etc.</p><p></p><p>We answered those questions as a group and built on each others answers, and pretty soon we were all fired up about the game and the setting, and we knew what sorts of characters we wanted to play.</p><p></p><p>Anyway, generating player investment in the game and the setting, no matter how you go about doing it, is extremely important.</p><p></p><p>All that said, it seems to me that the "hours of prep" is another problem that could stand to be addressed.</p></blockquote><p></p>
[QUOTE="Thor, post: 4713323, member: 74284"] Hi Jim, Interesting stuff. I too found Aria and Aria Worlds to be fascinating books, though deeply flawed as part of a game. I've always found those books to be inspiring, though, and drew on their ideas when creating the World Burner for the Burning Sands: Jihad supplement for Burning Wheel. The idea behind our thoughts on this matter in Burning Wheel aligns with your thesis quite well: Giving players ownership of some of the details of a game world or campaign creates player investment in the setting. It helps them really care about it. You don't necessarily need to hand over the keys to the kingdom either. I think it works best to build up a framework for your setting and have the players help you fill in the gaps. For instance, a few years back a buddy of mine ran an all-dwarf game. The campaign was a quest to find and a legendary dwarven hall that had been lost until a group of miners accidentally found a sealed chamber that contained a riddle that seemed to describe the route to the hall. We were seeking an artifact. The only other stipulation was that each dwarf be from a different clan. The GM had us answer questions like: How was the hall lost? What's the artifact? Why do you need it? What disaster will strike the dwarves if you don't succeed? Why are the clan chieftains trying to stop you from going on the trip? What is the most terrible obstacle you fear you will face on the journey? Etc. We answered those questions as a group and built on each others answers, and pretty soon we were all fired up about the game and the setting, and we knew what sorts of characters we wanted to play. Anyway, generating player investment in the game and the setting, no matter how you go about doing it, is extremely important. All that said, it seems to me that the "hours of prep" is another problem that could stand to be addressed. [/QUOTE]
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