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How much control do DMs need?
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<blockquote data-quote="Oofta" data-source="post: 9008747" data-attributes="member: 6801845"><p>This hasn't changed anything about my supposition. What you're describing is that things only happen because of something in the sphere of influence of the characters. That's what I was trying to get at. In my games things aren't always triggered by anything the players do or express interest in, they happen because it makes sense in the fiction of the world. </p><p></p><p>We're talking the difference between player driven fiction vs world driven fiction modified by character activity. For the latter, the DM controls most of the fiction of course, although it can also be modified by PC backstories. Start with the DM's world*, figure out how what the PCs do or don't do impacts that. To a certain degree it's also modified by what campaign arcs the players decide to pursue in my games. Of course most of what I work on and prep is in service to the campaign. But not all of what I decide for the fiction is directly related to what players desire or act upon, sometimes it's just figuring out ripple effects and figuring out geopolitics. I do this so that <em>if</em> the players decide to investigate certain aspects of the world I already have some of the fiction already thought out. Occasionally enemies could invade because of something that happened in a previous campaign that has nothing to do with the current campaign.</p><p></p><p>Fairly often it never leads anywhere other than a few notes here and there. But to me it makes the world feel more real. The PCs are important, but they aren't the only game in town. It's not the only way to run games. It's not a better way, just different way and one that works for me. I don't see what it is you think I need to retract.</p><p></p><p><em>*In my games. Of course others can add into this through more than just backstories if that's your thing and you do collaborative world building.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 9008747, member: 6801845"] This hasn't changed anything about my supposition. What you're describing is that things only happen because of something in the sphere of influence of the characters. That's what I was trying to get at. In my games things aren't always triggered by anything the players do or express interest in, they happen because it makes sense in the fiction of the world. We're talking the difference between player driven fiction vs world driven fiction modified by character activity. For the latter, the DM controls most of the fiction of course, although it can also be modified by PC backstories. Start with the DM's world*, figure out how what the PCs do or don't do impacts that. To a certain degree it's also modified by what campaign arcs the players decide to pursue in my games. Of course most of what I work on and prep is in service to the campaign. But not all of what I decide for the fiction is directly related to what players desire or act upon, sometimes it's just figuring out ripple effects and figuring out geopolitics. I do this so that [I]if[/I] the players decide to investigate certain aspects of the world I already have some of the fiction already thought out. Occasionally enemies could invade because of something that happened in a previous campaign that has nothing to do with the current campaign. Fairly often it never leads anywhere other than a few notes here and there. But to me it makes the world feel more real. The PCs are important, but they aren't the only game in town. It's not the only way to run games. It's not a better way, just different way and one that works for me. I don't see what it is you think I need to retract. [I]*In my games. Of course others can add into this through more than just backstories if that's your thing and you do collaborative world building.[/I] [/QUOTE]
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