Greg K said:The DM not having a world with a) predetermined set of existing races and classes; b) predesigned cultures, deities and religion; and c) at least some history, current events, and organizations prior to character generation is not a game that I want to run nor one in which I want to play. Give me the DMs setting and let me use the races, cultures, history etc to give me a sense of an existing world and then let the DM and I work together to ensure I develop a background that grounds the character into the setting.
mearls said:As an aside, it also helps explain the frustration I feel when a player doesn't really step up and show any preference for anything the game. Nothing annoys me more than a player who stonewalls any attempts to find plots for him.
RFisher said:"What do you do?"
"I dunno. What needs to be done? Where's our quest?"
"You've each received a summons from the king. He explains how the kingdom needs your unique talents to retrieve the McGuffin of Destiny & save the realm."
"We say 'No, thanks. You're the king. Saving the kingdom is your duty.' Let's steal a ship, & go pirating!"
Mog said:Make mine Miyamoto (or Lord British, for that matter), kaythanx.
GregK said:The DM not having a world with a) predetermined set of existing races and classes; b) predesigned cultures, deities and religion; and c) at least some history, current events, and organizations prior to character generation is not a game that I want to run nor one in which I want to play. Give me the DMs setting and let me use the races, cultures, history etc to give me a sense of an existing world and then let the DM and I work together to ensure I develop a background that grounds the character into the setting.
FireLance said:Y'know, KM, some DMs already have difficulty accepting the idea that the players ought to have control over their PCs' prestige classes and magical items. The suggestion that the players ought to have control over the campaign setting and plot as well might just be too much for them to handle.
And from that, the china-inspired elven nation that would drive so much of *two* campaigns, as well as the PC that would become one of the most important NPCs in the game, came into being.
Reynard said:A quick story:
When i started my most successful D&D campaign ever -- this was in the days of 2nd Edition -- I started with a small village and its environs, with the intent of opening up the world as we played. my only real rules were "No Gnomes" (because I hates them), "No Elves" and "No Ninjas".
Well, once of my players decided right off the bat that he wanted to play an elf ninja. Against my better judgement, I relented. We discussed who he was and where he came from and how he fit into this little dark ages, germanic village.
And from that, the china-inspired elven nation that would drive so much of *two* campaigns, as well as the PC that would become one of the most important NPCs in the game, came into being.
Actually, I prefer circular or directed graph approach. Call it railroading if you like but I create a boss monster, you will (for the most part) eventually face him. Whether now when he is 10th level or later when he's 30th level.Kamikaze Midget said:...he goes to talk about Gated stories (do what you want, find the key, move on to the next part) and Branching stories (do what you want, it'll lead to the next part, but all this stuff I made is useless on the side). I find that I'm DMing a lot in the Gated story style, with minor points that Branch. My PC's do whatever they want in their playground, but talking to NPC X will get them closer to the nefarious plot. Branching seems to be what a lot of DM's do, a sort of "sandbox" approach where the PC's are plunked down in a setting, pick a path, and run with it. The problem with my approach is that it can lead to railroading. The problem with the other approach is that it can lead to a lot of wasted effort on nefarious plots that never get picked up on.
It is fine that you like that style of worldbuilding/game. It works for you. Personally, I would walk out of a game that built its world like that just as I would walk out of a game where the DM said build whatever you want I can fit it into my world. It is not the type of DND game that I am looking to participate in.
trancejeremy said:Actually, you're missing the point. In his games, the player makes the story, not the developer. Just because the player has freedom doesn't make them any less a "game", in fact, perhaps the opposite, they are more games designed to help the player make their own story as opposed to simply a way for the player to be told a story.
In a lot of ways, The Sims is the ultimate RPG (at least until Spore). You can create an entire town (well, suburbs, really) and its inhabitants, and control (or simply watch) them interact with each other, make your own stories and plots. Even people who aren't interested in traditional roleplaying do so (even though they don't know they are doing so).
Kamikaze Midget said:I wonder how much some people show up to a given D&D game just because there's some social pressure to game with your friends when their minds are completely elsewhere. And I wonder how much that disrupts everyone else's enjoyment. I wonder if it's possible to make a D&D where you don't NEED the same people to show up week after week, you don't need a core group, you can run it with whatever's there (or even solo? A DM-less D&D with only one player?)
Kamikaze Midget said:See, it would strike me that this is a breakdown of Wright's system: when someone just plays the game because it's there, not because they want to frolick around in a fictional world. Someone who asks that doesn't really want to go on the quest (or they'd be LOOKING for what to do), they're just along for the ride, it would seem.
I mean, everyone has off days where they don't want to go chasing adventure carrots down, and some people don't have the confldence/courage/desire to make choices for their characters (they're more there to hang out with friends). To force it seems counter to the idea that you play a game because you want to do something other than real life for a few hours.
Kamikaze Midget said:But Mario (for instance) is just one big long obstacle course...there's not a whole lot of story in that game. It shows off game design quite well, but it doesn't tell much of a story. It doesn't let the user create, either, so it's pretty confined to "run this obstacle course." I mean, admittedly, running around a Mario obstacle course is some of the best fun that can be had with polygons and pixels, but it's confined to what it is.
Kamikaze Midget said:Wright seems to be saying that if you'd like to design an ideal game, you'd be able to run players through an obstacle course when they want it, or give them a head-to-head reflex-testing fighting-game experience when they want it. You'd be able to see what the player wanted, and you'd give it to 'em.
Kamikaze Midget said:That's why the D&D analogy I've drawn is a DM who doesn't design his setting before he has PC's. The DM's role shifts from setting the stage actively to simply reacting to what the players do. The game then becomes just a system of reactions.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.