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<blockquote data-quote="Sean Patrick Fannon" data-source="post: 3298591" data-attributes="member: 26553"><p>This is very true in a lot of cases, and for GMs who wanted to play with no limits on what happens in their game, the options for shared experiences do become limited. That's OK. Nothing need change for them if they have an effective game going and everyone is enjoying it.</p><p></p><p></p><p></p><p>What I am talking about <em>does</em> require a certain level of cooperation and understanding on everyone's part. Limits <em>do</em> have to be set, and GMs who want to tie the events of their games into the greater whole will have to be willing to hold their stories and the development of their player characters to those limits. The key is setting up limits that can be lived with, and which are dynamic enough over time to not make players or GMs feel too held back. </p><p></p><p>The return on that is the ability to know that the stories told <em>happen</em> and <em>matter.</em> Quite frankly, if you make the world big enough, a <strong>lot</strong> can be going on at any given time. As well, you give "higher access" to major story developments to those GMs and groups that really invest into the process <em>and</em> play along the most effectively with the story directions underway.</p><p></p><p>I am not saying it doesn't require a lot of planning, detailed design, cooperation, and management. I am just saying that I believe it can work, and I believe it's part of the next step in evolving the hobby.</p></blockquote><p></p>
[QUOTE="Sean Patrick Fannon, post: 3298591, member: 26553"] This is very true in a lot of cases, and for GMs who wanted to play with no limits on what happens in their game, the options for shared experiences do become limited. That's OK. Nothing need change for them if they have an effective game going and everyone is enjoying it. What I am talking about [i]does[/i] require a certain level of cooperation and understanding on everyone's part. Limits [i]do[/i] have to be set, and GMs who want to tie the events of their games into the greater whole will have to be willing to hold their stories and the development of their player characters to those limits. The key is setting up limits that can be lived with, and which are dynamic enough over time to not make players or GMs feel too held back. The return on that is the ability to know that the stories told [i]happen[/i] and [i]matter.[/i] Quite frankly, if you make the world big enough, a [b]lot[/b] can be going on at any given time. As well, you give "higher access" to major story developments to those GMs and groups that really invest into the process [i]and[/i] play along the most effectively with the story directions underway. I am not saying it doesn't require a lot of planning, detailed design, cooperation, and management. I am just saying that I believe it can work, and I believe it's part of the next step in evolving the hobby. [/QUOTE]
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