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How much control do DMs need?
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<blockquote data-quote="hawkeyefan" data-source="post: 8996656" data-attributes="member: 6785785"><p>Assuming this all is being done ahead of time (and I've played/GMed in such a setting that was built collaboratively prior to play) it's not a problem because any conflicts can be resolved prior to play. A solo GM is just as likely to have conflicting details that need to be ironed out at some point. I'd say that such conflicts are more obvious when others are involved... a solo worldbuilder is much less likely to see his own mistakes, such as they are. </p><p></p><p>As for what's left to explore, I don't think any world is 100% set ahead of time. There are always things to explore. Alternatively, maybe play can be about exploring something other than the map. </p><p></p><p></p><p></p><p>Well if players are uninterested in this, that's one thing. If that's what the group is expecting, then there's no reason to do it any other way. The thread is about what's "needed"... so that will vary by group, but aside from preference, I think it's clear that the GM need not have total control over the setting. </p><p></p><p>Setting preferences aside... because I could just as easily say if I built an entire setting with no input from my players and then brought it to them their reply would probably include "Why didn't you involve us in this?"... not much is needed to begin play, and the players can contribute to both the setting and the direction of play. </p><p></p><p></p><p></p><p>I don't expect that this kind of stuff will amount to all that much. Even the way you describe it, it sounds entirely secondary. Stuff that you fit in between the real stuff... the adventures. </p><p></p><p></p><p></p><p>No it doesn't depend on one's approach. My comment was that teh D&D team would be wise to formalize the idea of session zero, and that they should advise against GMs and players creating too much on their own before hand. I think this advice is a good idea. </p><p></p><p>Certainly folks like you or I who have been gaming for decades don't need to be told it's okay to try and one-up Tolkien with the world building. I don't think that's what we should be telling folks who are newer to the hobby, or who want to learn how to GM.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8996656, member: 6785785"] Assuming this all is being done ahead of time (and I've played/GMed in such a setting that was built collaboratively prior to play) it's not a problem because any conflicts can be resolved prior to play. A solo GM is just as likely to have conflicting details that need to be ironed out at some point. I'd say that such conflicts are more obvious when others are involved... a solo worldbuilder is much less likely to see his own mistakes, such as they are. As for what's left to explore, I don't think any world is 100% set ahead of time. There are always things to explore. Alternatively, maybe play can be about exploring something other than the map. Well if players are uninterested in this, that's one thing. If that's what the group is expecting, then there's no reason to do it any other way. The thread is about what's "needed"... so that will vary by group, but aside from preference, I think it's clear that the GM need not have total control over the setting. Setting preferences aside... because I could just as easily say if I built an entire setting with no input from my players and then brought it to them their reply would probably include "Why didn't you involve us in this?"... not much is needed to begin play, and the players can contribute to both the setting and the direction of play. I don't expect that this kind of stuff will amount to all that much. Even the way you describe it, it sounds entirely secondary. Stuff that you fit in between the real stuff... the adventures. No it doesn't depend on one's approach. My comment was that teh D&D team would be wise to formalize the idea of session zero, and that they should advise against GMs and players creating too much on their own before hand. I think this advice is a good idea. Certainly folks like you or I who have been gaming for decades don't need to be told it's okay to try and one-up Tolkien with the world building. I don't think that's what we should be telling folks who are newer to the hobby, or who want to learn how to GM. [/QUOTE]
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