LostSoul said:Two words: collaborative setting design.
So how do these two words...three words work. Here's how my friends and I do it.
As a GM, I throw out a few ideas, real vague.
- a city built over hell, designed to keep the demons from the world
- a city under seige, doomed
- a magical library and its strike force who go out and get new books when a wizard passes or get's books back when they are in dangerous hands for too long
The players seem excited about the city built over hell and details about that city come out from character generation. If someone wants to play an elven prince from the north whose people have always had warriors in the city in order to guard against demonic incursion...rock on. When someone suggestions that there is a secret society of rogues and wizards who have watched the going's on of this city throughout history but were kicked out by the last human king...rock.
The danger with too much setting is that it can force a good GM to say, "no," to solid ideas their players put forth, even when they are awesome in genre ideas because it goes against the dotted i's and crossed t's of the GM's notes. I prefer not to cross those t's nor dot those i's and the players have a hand in the creation of the setting.
And once we make a world together, you can be damned sure that they will want to save it and once the group goes through this process, it is pretty obvious what parts they are excited about.
Hope that makes sense. Setting creation is one of my favorite parts of this whole hobby.