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<blockquote data-quote="AbdulAlhazred" data-source="post: 9148717" data-attributes="member: 82106"><p>Honestly, I don't think the "lets talk about the direction of the fiction" thing is very limited to one game or type of game. We were doing it WAY back in the late '70s in our proto-1e campaigns. We did it a LOT in our Traveller campaigns from what I can remember. Heck, I think in one game the players even made up some of the planets, or at least said "if there's a planet like X, then Y could happen!" (and it was made so). I think games like BitD, where you have a kind of more abstract 'down time' that comes up after each score, invites some of that and it might be more common in that game. 4e almost TELLS you to do it (and I consider it a narrative game) and talks about things like players authoring quests (and most of those are party quests, so...) or creating wishlists of items to find in play, etc. In my own game it is a pretty natural concept as well due to the way advancement works.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9148717, member: 82106"] Honestly, I don't think the "lets talk about the direction of the fiction" thing is very limited to one game or type of game. We were doing it WAY back in the late '70s in our proto-1e campaigns. We did it a LOT in our Traveller campaigns from what I can remember. Heck, I think in one game the players even made up some of the planets, or at least said "if there's a planet like X, then Y could happen!" (and it was made so). I think games like BitD, where you have a kind of more abstract 'down time' that comes up after each score, invites some of that and it might be more common in that game. 4e almost TELLS you to do it (and I consider it a narrative game) and talks about things like players authoring quests (and most of those are party quests, so...) or creating wishlists of items to find in play, etc. In my own game it is a pretty natural concept as well due to the way advancement works. [/QUOTE]
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