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Let's Talk About RPG Worldbuilding
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<blockquote data-quote="DrunkonDuty" data-source="post: 8331351" data-attributes="member: 54364"><p>I'd love to have more player contribution to world building. It would make the game feel much more like a fun group activity and I'd get to share in that sense of discovery and wonder that is usually reserved for players over GMs.</p><p></p><p>One effective way I have found to get player contribution to world building is to have characters with interesting backgrounds. More than just the DnD idea of that. Rather background factoids that have ongoing effects, both positive and negative, going forward in the game; disadvantages and perks (as they're called in HERO.) The simple fact of a character having an enemy can lead to all sorts of interesting world building ideas from a player.</p><p></p><p>In my last session my players contributed an interesting bit of world building to the game. The players want to lead the bad guy into a trap. The baddie is a necromancer from a land where necromancy is outlawed. They reasoned that the baddie must have friends, or at least colleagues he's known over the years. Colleagues who might be willing to contact the bad guy for them. This immediately put me in mind of the way Catholics had a secret network of communication in England, back when Catholicism was outlawed. So now there's something similar (a secret academic network, necromancy is not a mass movement in this game world) in the game. </p><p></p><p>This act is in itself pretty revolutionary for this group. So I was more than happy to "say yes" when they brought up the possibility.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 8331351, member: 54364"] I'd love to have more player contribution to world building. It would make the game feel much more like a fun group activity and I'd get to share in that sense of discovery and wonder that is usually reserved for players over GMs. One effective way I have found to get player contribution to world building is to have characters with interesting backgrounds. More than just the DnD idea of that. Rather background factoids that have ongoing effects, both positive and negative, going forward in the game; disadvantages and perks (as they're called in HERO.) The simple fact of a character having an enemy can lead to all sorts of interesting world building ideas from a player. In my last session my players contributed an interesting bit of world building to the game. The players want to lead the bad guy into a trap. The baddie is a necromancer from a land where necromancy is outlawed. They reasoned that the baddie must have friends, or at least colleagues he's known over the years. Colleagues who might be willing to contact the bad guy for them. This immediately put me in mind of the way Catholics had a secret network of communication in England, back when Catholicism was outlawed. So now there's something similar (a secret academic network, necromancy is not a mass movement in this game world) in the game. This act is in itself pretty revolutionary for this group. So I was more than happy to "say yes" when they brought up the possibility. [/QUOTE]
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