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My players and I pulled off collective setting design
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<blockquote data-quote="jensun" data-source="post: 3941392" data-attributes="member: 6504"><p>It depends. Some system will provide guidelines on generating setting elements (SotC novels, Burning Wheel BIT's) etc.</p><p></p><p>Bcause we have played together for so long our first instinct is always to sit down before we ever even think of what we are going to play and dcssuss what we want out of the game. </p><p></p><p>Character creation is always done jointly with people bringing some initial ideas to the table. The game world will then be fitted around those characters and the important issues and stories they bring to the table. </p><p></p><p>We dont have any fixed rules for managing the process but it also not a process which stops when the game starts. If players want to add new overall elements to the game as we progress and everyone agress them then its cool. We also tend to take it further and if a player wants to suggest a particular scene in a session then it is going to happen. They may not be successful in doing what they want but ensuring everyone has the spotlight time they want for their character is important to us. </p><p></p><p>We have in the past given players responsibility for providing a short write up on game elements important to their character as the game went on.</p><p></p><p>For example, in the last D&D game we played in (many years ago) one character had as part of his history that his father was the last member of an old order of knights that was wiped out. He inherited his fathers armour and sword and when it seemed that the order was going to become relevant he wrote some of the backstory and fitted it into events that were happening at the time. </p><p></p><p>Similarly one person was playing a warrior/cleric from a pretty harsh and savage mountain range. When it looked like we were heading in that direction he took responsibility for producing some notes on what his people were like, their traditions, customs and patron god.</p><p></p><p>This has three real benefits as far as we see it. </p><p></p><p>Firstly it makes the players care about the setting, they feel a real ownership of the material as they have had a hand in creating it.</p><p></p><p>Secondly it reduces GM workload, important when your grpup are in their early 30's with work and family committments. </p><p></p><p>Finally it shares the responsibility for making the game enjoyable amongst the entire group. Making the GM the sole person responsible for bringing the game and the fun to the table is a concept we left behind long long ago. </p><p></p><p>You see a lot of these issues in a number of indie games which have come out over the last few years. Some do it well, others badly, there is plenty to steal and adapt. We have been doing it since we got together at the release of 3e. </p><p></p><p>Another example. We recently managed to do something we have been trying to arrange for ages and have a proper gamers weekend away. We rented a cottage in the middle of nowhere, waved goodbye to the kids and s/o's and headed off for a weekend of uninterrupted gaming free of phones, Blackberries, e-mail and the internet. </p><p></p><p>Each of us ran a game and I decided to do a one shot high level D&D game as we hadnt played it for ages. I gave the players an overarching concept (28 days later D&D style with a bit of the Mummy thrown in) and asked each player to describe three previous adventures they had been involved in prior to the start of the game (totally stealing the SotC novel idea). This built up a series of complicated relationships between the characters (some had clashed in the past) and gave me most of the rest of the game and significant setting elements. </p><p></p><p>As a result what could have been a very awkward one off (they hadnt played past about level 8 before) was exciting and interesting for them. As a gaming style I dont think I could ever go back to the "traditional" method, it doesnt bring enough advantage or story to the table.</p></blockquote><p></p>
[QUOTE="jensun, post: 3941392, member: 6504"] It depends. Some system will provide guidelines on generating setting elements (SotC novels, Burning Wheel BIT's) etc. Bcause we have played together for so long our first instinct is always to sit down before we ever even think of what we are going to play and dcssuss what we want out of the game. Character creation is always done jointly with people bringing some initial ideas to the table. The game world will then be fitted around those characters and the important issues and stories they bring to the table. We dont have any fixed rules for managing the process but it also not a process which stops when the game starts. If players want to add new overall elements to the game as we progress and everyone agress them then its cool. We also tend to take it further and if a player wants to suggest a particular scene in a session then it is going to happen. They may not be successful in doing what they want but ensuring everyone has the spotlight time they want for their character is important to us. We have in the past given players responsibility for providing a short write up on game elements important to their character as the game went on. For example, in the last D&D game we played in (many years ago) one character had as part of his history that his father was the last member of an old order of knights that was wiped out. He inherited his fathers armour and sword and when it seemed that the order was going to become relevant he wrote some of the backstory and fitted it into events that were happening at the time. Similarly one person was playing a warrior/cleric from a pretty harsh and savage mountain range. When it looked like we were heading in that direction he took responsibility for producing some notes on what his people were like, their traditions, customs and patron god. This has three real benefits as far as we see it. Firstly it makes the players care about the setting, they feel a real ownership of the material as they have had a hand in creating it. Secondly it reduces GM workload, important when your grpup are in their early 30's with work and family committments. Finally it shares the responsibility for making the game enjoyable amongst the entire group. Making the GM the sole person responsible for bringing the game and the fun to the table is a concept we left behind long long ago. You see a lot of these issues in a number of indie games which have come out over the last few years. Some do it well, others badly, there is plenty to steal and adapt. We have been doing it since we got together at the release of 3e. Another example. We recently managed to do something we have been trying to arrange for ages and have a proper gamers weekend away. We rented a cottage in the middle of nowhere, waved goodbye to the kids and s/o's and headed off for a weekend of uninterrupted gaming free of phones, Blackberries, e-mail and the internet. Each of us ran a game and I decided to do a one shot high level D&D game as we hadnt played it for ages. I gave the players an overarching concept (28 days later D&D style with a bit of the Mummy thrown in) and asked each player to describe three previous adventures they had been involved in prior to the start of the game (totally stealing the SotC novel idea). This built up a series of complicated relationships between the characters (some had clashed in the past) and gave me most of the rest of the game and significant setting elements. As a result what could have been a very awkward one off (they hadnt played past about level 8 before) was exciting and interesting for them. As a gaming style I dont think I could ever go back to the "traditional" method, it doesnt bring enough advantage or story to the table. [/QUOTE]
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