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How much control do DMs need?
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<blockquote data-quote="Lanefan" data-source="post: 8996818" data-attributes="member: 29398"><p>If this stuff not done in isloation then the only time of discovery for everyone else (other than the GM who in theory knows all of this going in so as to be able to weave it together) is during that Session 0 discussion.</p><p></p><p>I was thinking 15% of the world. On Earth this might mean I get to design South America while another player gets Africa, etc.; or it might mean I get to design trade and commerce while another player gets weather and climate, another gets species and their locations, etc.</p><p></p><p>Ah. I was (and still am) thinking bigger-scale. Small-scale stuff like this - the archetypal "starting town and nearby dungeon" can be banged out by an experienced DM in minutes, no player input required. I'm talking about what's beyond that town, and that town's nation, and that nation's continent.</p><p></p><p>I've usually got a pretty good idea, seeing as I generally don't run games for people I don't already know from elsewhere.</p><p></p><p>I don't think it's too much to expect people to be consistent; and not everyone I invite in is necessarily going to accept.</p><p></p><p>I see what you're getting at but IME those things tend to get filled in later, once it's been shown the character will survive and become significant (low-level play here sometimes churns through a lot of characters). And sure, players can fill in some of this themselves if they want - your Fighter's from Thamthar Hills and you want to say he cut his teeth in Duke Cadwall's militia? Great! Some players do this, others don't.</p><p></p><p>Mapping a region is an adventure if there's any danger present e.g. you have to slog through the monster-infested jungle to get there; but filling in the blanks on a map can be pretty safely done on a series of clear days by someone with flight powers (or an airship), a bit of patience and cold tolerance, and a pen and paper (or a photographic memory, or imaging telepathy such that someone on the ground can do the actual map-drawing).</p><p></p><p>1e D&D has stronghold rules as well, and while as written they assume there's some risk and danger involved, depending on the setting there doesn't have to be. One could put one's stronghold in a known-to-be-safe place, for example.</p><p></p><p>Or, if your intent is to take over a cleared-out dungeon as your stronghold, IMO the adventuring part is where you clear it out and the construction/moving-in part is non-adventuring.</p><p></p><p>I've a character in play who has made sure her family are well-looked-after, in a good house in a big city; but that doesn't mean she stays there with them very often. She's still a field adventurer for now, and after that hopes to dive head-first into national politics.</p><p></p><p>This sort of thing happens, where a non-adventuring activity turns into an adventure whether the PCs want it to or not, and that's fine unless it happens too often and becomes stale. But sometimes a non-adventuring activity is just that - you spend five boring days flying around over a blank-map area, after which the map ain't blank no more. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8996818, member: 29398"] If this stuff not done in isloation then the only time of discovery for everyone else (other than the GM who in theory knows all of this going in so as to be able to weave it together) is during that Session 0 discussion. I was thinking 15% of the world. On Earth this might mean I get to design South America while another player gets Africa, etc.; or it might mean I get to design trade and commerce while another player gets weather and climate, another gets species and their locations, etc. Ah. I was (and still am) thinking bigger-scale. Small-scale stuff like this - the archetypal "starting town and nearby dungeon" can be banged out by an experienced DM in minutes, no player input required. I'm talking about what's beyond that town, and that town's nation, and that nation's continent. I've usually got a pretty good idea, seeing as I generally don't run games for people I don't already know from elsewhere. I don't think it's too much to expect people to be consistent; and not everyone I invite in is necessarily going to accept. I see what you're getting at but IME those things tend to get filled in later, once it's been shown the character will survive and become significant (low-level play here sometimes churns through a lot of characters). And sure, players can fill in some of this themselves if they want - your Fighter's from Thamthar Hills and you want to say he cut his teeth in Duke Cadwall's militia? Great! Some players do this, others don't. Mapping a region is an adventure if there's any danger present e.g. you have to slog through the monster-infested jungle to get there; but filling in the blanks on a map can be pretty safely done on a series of clear days by someone with flight powers (or an airship), a bit of patience and cold tolerance, and a pen and paper (or a photographic memory, or imaging telepathy such that someone on the ground can do the actual map-drawing). 1e D&D has stronghold rules as well, and while as written they assume there's some risk and danger involved, depending on the setting there doesn't have to be. One could put one's stronghold in a known-to-be-safe place, for example. Or, if your intent is to take over a cleared-out dungeon as your stronghold, IMO the adventuring part is where you clear it out and the construction/moving-in part is non-adventuring. I've a character in play who has made sure her family are well-looked-after, in a good house in a big city; but that doesn't mean she stays there with them very often. She's still a field adventurer for now, and after that hopes to dive head-first into national politics. This sort of thing happens, where a non-adventuring activity turns into an adventure whether the PCs want it to or not, and that's fine unless it happens too often and becomes stale. But sometimes a non-adventuring activity is just that - you spend five boring days flying around over a blank-map area, after which the map ain't blank no more. :) [/QUOTE]
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