Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
[Game Design] Will Wright on Story and Game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 3398725" data-attributes="member: 2067"><p>The thing is, a DM doesn't need to create an entire world to give players a sense of verisimilitude. All he needs to do is create the direct experiences of the PC's: the dwarf wizard needs a history and a context, but all that can come AFTER we have a dwarf wizard, and it can be tailored to what that dwarf wizard wants to accomplish. In my example above, where he wants to master some great magical apocalypse device, there's already setting material: the dwarves are at war, things might be looking desperate, maybe there is a lead on a scientific advancement (or maybe the dwarf is rebelling against traditional methods because those are getting his people killed). You've got at least two factions (dwarves + enemies), you've got the existence of advanced and dangerous technologies, you know at some point there's going to be a magical apocalypse device. You become the facilitator of the dwarf's story, and the details are left up to YOUR imagination to come up with. </p><p></p><p>It's a bit of putting the egg before the chicken, but Wright's philosophy seems to say that creates a better game experience because it's unlimited and unbound, totally able to run with whatever the player can come up with.</p><p></p><p></p><p></p><p>I think ENWorld distorts things by having a preponderance of vocal DMs who really really need absolute control over their settings to have fun. That's cool, but I like that Wright is saying that abandoning almost all control over your setting (or what the player can do) is to give the players the freedom that they look for in playing a game in the first place.</p><p></p><p>...and looses the sense that you're WATCHING the characters, and embraces the sense that you ARE the characters.</p><p></p><p></p><p></p><p>D&D seems to be able to embrace these random awesome occurances (and even encourages them with the dice roll to a certain extent) really well. It's filled with examples of minor details that, when you run with them, become pretty amazing stories...just like the story of your custom-made dresser in the SIMS.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3398725, member: 2067"] The thing is, a DM doesn't need to create an entire world to give players a sense of verisimilitude. All he needs to do is create the direct experiences of the PC's: the dwarf wizard needs a history and a context, but all that can come AFTER we have a dwarf wizard, and it can be tailored to what that dwarf wizard wants to accomplish. In my example above, where he wants to master some great magical apocalypse device, there's already setting material: the dwarves are at war, things might be looking desperate, maybe there is a lead on a scientific advancement (or maybe the dwarf is rebelling against traditional methods because those are getting his people killed). You've got at least two factions (dwarves + enemies), you've got the existence of advanced and dangerous technologies, you know at some point there's going to be a magical apocalypse device. You become the facilitator of the dwarf's story, and the details are left up to YOUR imagination to come up with. It's a bit of putting the egg before the chicken, but Wright's philosophy seems to say that creates a better game experience because it's unlimited and unbound, totally able to run with whatever the player can come up with. I think ENWorld distorts things by having a preponderance of vocal DMs who really really need absolute control over their settings to have fun. That's cool, but I like that Wright is saying that abandoning almost all control over your setting (or what the player can do) is to give the players the freedom that they look for in playing a game in the first place. ...and looses the sense that you're WATCHING the characters, and embraces the sense that you ARE the characters. D&D seems to be able to embrace these random awesome occurances (and even encourages them with the dice roll to a certain extent) really well. It's filled with examples of minor details that, when you run with them, become pretty amazing stories...just like the story of your custom-made dresser in the SIMS. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[Game Design] Will Wright on Story and Game
Top