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[Game Design] Will Wright on Story and Game
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<blockquote data-quote="Reynard" data-source="post: 3398553" data-attributes="member: 467"><p>A quick story:</p><p></p><p>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".</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3398553, member: 467"] 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. [/QUOTE]
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[Game Design] Will Wright on Story and Game
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