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From Corporate Setting to "Un-Setting" (waiting for a Sixth Edition homebrew culture)
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<blockquote data-quote="Starfox" data-source="post: 6304189" data-attributes="member: 2303"><p>If what the OP is saying is that he wants to run a more narrativist game, a game where the GM and players together expand the world and the players' input on world creation is greater than it can be in a pre-constructed world, I feel a lot of sympathy for that. But to make such a world, I think you have to mostly make the adventures yourself anyway. Publishing a setting as to make it narrativist is pretty much a doomed effort. </p><p></p><p>There was a game that tried to do this - <strong>Over the Edge</strong> - the setting was created by the GM and players in the designers house campaign. It was in a contemporary setting, set on an island. Robin Laws wrote a book for it. Anyway, this was a setting created by player-GM cooperation, and it had a lot of crazy details as a result. But when published, it was just as confining as any other setting - after all it was the players in the original campaign that had been involved in creating the setting, not those who played the finished product. As one reviewer wrote (quoted from memory) - "this is not a setting for a narrative campaign, this is the record of a narrative campaign". It had already been played through, and what was published was the result of the game, not the setting. The setting for a narrative game is by necessity a blank paper.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6304189, member: 2303"] If what the OP is saying is that he wants to run a more narrativist game, a game where the GM and players together expand the world and the players' input on world creation is greater than it can be in a pre-constructed world, I feel a lot of sympathy for that. But to make such a world, I think you have to mostly make the adventures yourself anyway. Publishing a setting as to make it narrativist is pretty much a doomed effort. There was a game that tried to do this - [b]Over the Edge[/b] - the setting was created by the GM and players in the designers house campaign. It was in a contemporary setting, set on an island. Robin Laws wrote a book for it. Anyway, this was a setting created by player-GM cooperation, and it had a lot of crazy details as a result. But when published, it was just as confining as any other setting - after all it was the players in the original campaign that had been involved in creating the setting, not those who played the finished product. As one reviewer wrote (quoted from memory) - "this is not a setting for a narrative campaign, this is the record of a narrative campaign". It had already been played through, and what was published was the result of the game, not the setting. The setting for a narrative game is by necessity a blank paper. [/QUOTE]
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