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[Game Design] Will Wright on Story and Game
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<blockquote data-quote="Greg K" data-source="post: 3398061" data-attributes="member: 5038"><p>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.</p><p></p><p> At the same time, I don't think the players should be bound to either some predetermined plot or becoming actively engaged in a metaplot. You can give them hooks, but if they choose to ignore them it is fine as the player's should determine their own direction within the campaign by where their charcters go and what they do (or do not go and do). Let them make friends and form their own enemies and find their own adventures. However, the players should not be surprised if ignoring certain hooks has consequences as the world does not stop just because they choose not to get involved. Not getting involved in certain events may mean that the plans of the BBEG (if there is one) continue and possibly reach fruition. Not getting involved may mean large scale changes to regional trade, politics, etc. Non-involvement may mean that other heroes may thwart the BBEG and, it is their names, that the PCs here in small talk and tavern tales with the events become news of things going on in the world around the PCs.</p></blockquote><p></p>
[QUOTE="Greg K, post: 3398061, member: 5038"] 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. At the same time, I don't think the players should be bound to either some predetermined plot or becoming actively engaged in a metaplot. You can give them hooks, but if they choose to ignore them it is fine as the player's should determine their own direction within the campaign by where their charcters go and what they do (or do not go and do). Let them make friends and form their own enemies and find their own adventures. However, the players should not be surprised if ignoring certain hooks has consequences as the world does not stop just because they choose not to get involved. Not getting involved in certain events may mean that the plans of the BBEG (if there is one) continue and possibly reach fruition. Not getting involved may mean large scale changes to regional trade, politics, etc. Non-involvement may mean that other heroes may thwart the BBEG and, it is their names, that the PCs here in small talk and tavern tales with the events become news of things going on in the world around the PCs. [/QUOTE]
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