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How Accommodating to Player Preferences Should the GM Be?
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<blockquote data-quote="Blue" data-source="post: 9388572" data-attributes="member: 20564"><p>Since I do this every campaign, I am proof this isn't true.</p><p></p><p>I have certain ideas at start of campaign of where I want to go. I am maybe lightly into "Act II", and not married to any of it -- more it's so I can foreshadow but I can change things as long as it doesn't retcon anything that has ever hit the table.</p><p></p><p>I had a bunch of worldbuilding and campaign themes that I shared with the players so that they could create characters that fit. Last completed campaign the players had a bunch of large world-based changes they asked. Any of them I could have veto'd or opened for more discussion/compromise. They made some huge changes to the world, and I worked those into the worldbuilding in the two weeks before the first session. Completely? No. Just like I don't have complete ideas for character arcs from receiving their backstories during those two weeks, but I can put them in a city one mentioned or work something into a starting adventure.</p><p></p><p>Again, I'm not saying allow things that break your worldbuilding. But there's so much that's orthogonal to what you have built. Does your worldbuilding prohibit that there's an Artful Dodger orphen-master in a particular city that one player wants? Then allow it. Does it have spelljammers and inter-crystal sphere trade? Well, that will probably impact too many things so I'd probably go no.</p><p></p><p>So you see your worldbuilding only needs to deal with the changes that are already compatible with what you have, and don't need to complete integrating everything by first session, just what's going to impact that session.</p></blockquote><p></p>
[QUOTE="Blue, post: 9388572, member: 20564"] Since I do this every campaign, I am proof this isn't true. I have certain ideas at start of campaign of where I want to go. I am maybe lightly into "Act II", and not married to any of it -- more it's so I can foreshadow but I can change things as long as it doesn't retcon anything that has ever hit the table. I had a bunch of worldbuilding and campaign themes that I shared with the players so that they could create characters that fit. Last completed campaign the players had a bunch of large world-based changes they asked. Any of them I could have veto'd or opened for more discussion/compromise. They made some huge changes to the world, and I worked those into the worldbuilding in the two weeks before the first session. Completely? No. Just like I don't have complete ideas for character arcs from receiving their backstories during those two weeks, but I can put them in a city one mentioned or work something into a starting adventure. Again, I'm not saying allow things that break your worldbuilding. But there's so much that's orthogonal to what you have built. Does your worldbuilding prohibit that there's an Artful Dodger orphen-master in a particular city that one player wants? Then allow it. Does it have spelljammers and inter-crystal sphere trade? Well, that will probably impact too many things so I'd probably go no. So you see your worldbuilding only needs to deal with the changes that are already compatible with what you have, and don't need to complete integrating everything by first session, just what's going to impact that session. [/QUOTE]
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