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How much control do DMs need?
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<blockquote data-quote="Lanefan" data-source="post: 8996292" data-attributes="member: 29398"><p>I'm not talking about the type of thing that would give players solution to all their problems. I'm talking about the sort of large-scale worldbuilding (someone upthread suggested each player get 10-15% of it and the GM get the remainder) that occurs before play even begins; assuming a homebrew setting as with a canned setting e.g. FR or Greyhawk there's not much worldbuilding left to do - it's all been done for you.</p><p></p><p>So, when I-as-player am building my bit of the world and Joe-as-player is building his - and probably doing so at different real-world times and places - the odds of conflicts arising when we and the GM try to combine what we've created are pretty high.</p><p></p><p>And if we do this building process together then there's not much left to explore in play, because we've already seen it all before play began. (same reason I don't much like playing in canned settings e.g. FR or Greyhawk etc.: I-as-player have already seen or heard of the major elements, thus it's not new to me even though it might be to my character)</p><p></p><p>It's not a matter of the effort involved, it's a matter of interest. Some players just aren't interested in any aspects of the game other than actual adventuring. Others, and I'm certainly in this number, want to take the DM's setting and interact with it in all sorts of non-adventuring ways that among other things could include:</p><p></p><p>--- setting up a home base or stronghold, be it for myself or as part of a party-wide initiative</p><p>--- setting up a decent home for my character's family, and helping other characters do likewise if asked</p><p>--- researching or inventing new spells and-or magic items (if I'm a caster)</p><p>--- digging into the history or significance of items found while adventuring e.g. we found a crown, so whose was it and why was it where we found it</p><p>--- non-adventure-related exploration e.g. let's fill in that gap on the map even if there's nothing there</p><p>--- getting involved in secular politics and-or governance at a local-regional-national level</p><p>--- helping with a war, if needed, by spending a few weeks or months on the front lines fighting or working for the side I support</p><p>--- bringing food or supplies to a village in need</p><p></p><p>But note: all of those are alterations to or interactions with the setting <em>as it already exists</em>. None of them involve me creating anything new of significance for the setting, and IMO nor should it. If for example I/we were to explore where the map is blank and the DM said "OK, you fill in what's there" my reply would probably include "That's your job - why are we doing it?"</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8996292, member: 29398"] I'm not talking about the type of thing that would give players solution to all their problems. I'm talking about the sort of large-scale worldbuilding (someone upthread suggested each player get 10-15% of it and the GM get the remainder) that occurs before play even begins; assuming a homebrew setting as with a canned setting e.g. FR or Greyhawk there's not much worldbuilding left to do - it's all been done for you. So, when I-as-player am building my bit of the world and Joe-as-player is building his - and probably doing so at different real-world times and places - the odds of conflicts arising when we and the GM try to combine what we've created are pretty high. And if we do this building process together then there's not much left to explore in play, because we've already seen it all before play began. (same reason I don't much like playing in canned settings e.g. FR or Greyhawk etc.: I-as-player have already seen or heard of the major elements, thus it's not new to me even though it might be to my character) It's not a matter of the effort involved, it's a matter of interest. Some players just aren't interested in any aspects of the game other than actual adventuring. Others, and I'm certainly in this number, want to take the DM's setting and interact with it in all sorts of non-adventuring ways that among other things could include: --- setting up a home base or stronghold, be it for myself or as part of a party-wide initiative --- setting up a decent home for my character's family, and helping other characters do likewise if asked --- researching or inventing new spells and-or magic items (if I'm a caster) --- digging into the history or significance of items found while adventuring e.g. we found a crown, so whose was it and why was it where we found it --- non-adventure-related exploration e.g. let's fill in that gap on the map even if there's nothing there --- getting involved in secular politics and-or governance at a local-regional-national level --- helping with a war, if needed, by spending a few weeks or months on the front lines fighting or working for the side I support --- bringing food or supplies to a village in need But note: all of those are alterations to or interactions with the setting [I]as it already exists[/I]. None of them involve me creating anything new of significance for the setting, and IMO nor should it. If for example I/we were to explore where the map is blank and the DM said "OK, you fill in what's there" my reply would probably include "That's your job - why are we doing it?" [/QUOTE]
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