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How much control do DMs need?
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<blockquote data-quote="Oofta" data-source="post: 8996399" data-attributes="member: 6801845"><p>How do you define that though? Because while I occasionally buy modules for ideas and concepts I always homebrew my games. The players are always given options on what goals they pursue. I come up with multiple story hooks and they decide which one they're going to pursue, often by setting up an offline ranked quiz. In addition, they're free to guide what they do during downtime which is typically months or even years between adventure arcs.</p><p></p><p>But I do ask that once the group has decided to follow a plot hook that we more-or-less stay on the rails (they're really, really wide rails) for the next session simply so I have time to prep. Things go completely orthogonal to what I had planned anyway, but it's generally close enough that I can adjust.</p><p></p><p>At the same time they don't get to invent lore, or at least not lore that I don't have editorial control over. Even then it's going to be lore associated to their history or theoretically a minor organization they're involved with (I'd be open but it doesn't happen). Their downtime activities have to be something their PC could accomplish and we'll run through success or failure together, typically at the game table.</p><p></p><p>So what's being prioritized? I always runs campaigns in my home campaign world. There's a lot of freedom to pursue different styles of campaigns depending on timeframe and region, but I'm not reinventing the wheel every time a new campaign starts. I'm just adding more detail to the existing wheel.</p><p></p><p>In any case, that last paragraph is a lot of why people don't add significant lore. It's a combination of desire, most of my players don't have the desire to add even if they enjoyed that aspect of the game, and the fact that I want the campaign world to be consistent. In addition I want a logical timeline and for all the moving pieces to interact in ways that make sense. At the smaller scale than world building it's about immersion, that a particular PC only influences the world with their direct interactions and decisions.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8996399, member: 6801845"] How do you define that though? Because while I occasionally buy modules for ideas and concepts I always homebrew my games. The players are always given options on what goals they pursue. I come up with multiple story hooks and they decide which one they're going to pursue, often by setting up an offline ranked quiz. In addition, they're free to guide what they do during downtime which is typically months or even years between adventure arcs. But I do ask that once the group has decided to follow a plot hook that we more-or-less stay on the rails (they're really, really wide rails) for the next session simply so I have time to prep. Things go completely orthogonal to what I had planned anyway, but it's generally close enough that I can adjust. At the same time they don't get to invent lore, or at least not lore that I don't have editorial control over. Even then it's going to be lore associated to their history or theoretically a minor organization they're involved with (I'd be open but it doesn't happen). Their downtime activities have to be something their PC could accomplish and we'll run through success or failure together, typically at the game table. So what's being prioritized? I always runs campaigns in my home campaign world. There's a lot of freedom to pursue different styles of campaigns depending on timeframe and region, but I'm not reinventing the wheel every time a new campaign starts. I'm just adding more detail to the existing wheel. In any case, that last paragraph is a lot of why people don't add significant lore. It's a combination of desire, most of my players don't have the desire to add even if they enjoyed that aspect of the game, and the fact that I want the campaign world to be consistent. In addition I want a logical timeline and for all the moving pieces to interact in ways that make sense. At the smaller scale than world building it's about immersion, that a particular PC only influences the world with their direct interactions and decisions. [/QUOTE]
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