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[Game Design] Will Wright on Story and Game
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<blockquote data-quote="happyelf" data-source="post: 3408788" data-attributes="member: 40394"><p>Why is the "context of the setting" reliant on the setting being created in advance? </p><p></p><p>The setting should be flexible to the goals of the players, and the ideas they come up with not only in character creation, but play. The ideas of the characters are as much as resource as the ideas of the GM. After all, the 'context' of the setting should be play.</p><p></p><p>I mean i'm all about the suprises, and the big setting reveals. I'm not one of these people who wants to lay out everything in advance with the players. But when I make a setting, while I have secrets and laws and style and so on, I also leave a lot of room to add in stuff that can help a player reach the kind of character they want to play.</p><p></p><p>For isntance, I had a setting where to gods were, more or less modeled on the greyhawk gods. One of ym players wanted to play a cleric of the sun god, but his sun god was very little like Pelor, being instead a warlike, chaotic good deity intereted in glory, who's followers were kind of a mix of barbarians, vikings, and chaotic paladins. So I altered the sun god to fit his idea, and the results were way more interesting, anyway. For instance I decided that Pelor had been this deity's father, and had bequeathed the sunsword to his son upon his death, wich further enflamed the rivalry between the new sun god and his elder brother, a LG deity of paladins and knights.</p><p></p><p>Then another guy wanted to play a half-orc with an int of 6 and I said "ahahaha no chance". There's s line, but it shouldn't be drawn too tightly.</p></blockquote><p></p>
[QUOTE="happyelf, post: 3408788, member: 40394"] Why is the "context of the setting" reliant on the setting being created in advance? The setting should be flexible to the goals of the players, and the ideas they come up with not only in character creation, but play. The ideas of the characters are as much as resource as the ideas of the GM. After all, the 'context' of the setting should be play. I mean i'm all about the suprises, and the big setting reveals. I'm not one of these people who wants to lay out everything in advance with the players. But when I make a setting, while I have secrets and laws and style and so on, I also leave a lot of room to add in stuff that can help a player reach the kind of character they want to play. For isntance, I had a setting where to gods were, more or less modeled on the greyhawk gods. One of ym players wanted to play a cleric of the sun god, but his sun god was very little like Pelor, being instead a warlike, chaotic good deity intereted in glory, who's followers were kind of a mix of barbarians, vikings, and chaotic paladins. So I altered the sun god to fit his idea, and the results were way more interesting, anyway. For instance I decided that Pelor had been this deity's father, and had bequeathed the sunsword to his son upon his death, wich further enflamed the rivalry between the new sun god and his elder brother, a LG deity of paladins and knights. Then another guy wanted to play a half-orc with an int of 6 and I said "ahahaha no chance". There's s line, but it shouldn't be drawn too tightly. [/QUOTE]
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