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Player-generated fiction in D&D
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<blockquote data-quote="pemerton" data-source="post: 9414698" data-attributes="member: 42582"><p>The 4e D&D rulebooks have quite a bit of advocacy for the players making decisions about the shared fiction: backstory, the focus of the action, what is possible here-and-now in terms of action declaration.</p><p></p><p>Some examples around the focus of the action:</p><p></p><p style="margin-left: 20px">PHB p 258: "You can also, with your DM’s approval, create a quest for your character. Such a quest can tie into your character’s background. For instance, perhaps your mother is the person whose remains lie in the Fortress of the Iron Ring. Quests can also relate to individual goals, such as a ranger searching for a magic bow to wield. Individual quests give you a stake in a campaign’s unfolding story and give your DM ingredients to help develop that story."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">DMG p 103: "You should allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible!"</p><p></p><p>Some examples around what is possible in action declaration:</p><p></p><p style="margin-left: 20px">DMG p 42: "Your presence as the Dungeon Master is what makes D&D such a great game. You make it possible for the players to try anything they can imagine. That means it’s your job to resolve unusual actions when the players try them. . . . [rules and guidelines follow, and then an example action declaration] . . . This sort of action is exactly the kind of thinking you want to encourage . . ."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">DMG pp 73-5: "When a player’s turn comes up in a skill challenge, let that player’s character use any skill the player wants. As long as the player or you can come up with a way to let this secondary skill play a part in the challenge, go for it. . . . players can and will come up with ways to use skills you do not expect. . . . Characters might have access to utility powers or rituals that can help them. These might allow special uses of skills, perhaps with a bonus. Rituals in particular might grant an automatic success or remove failures from the running total. . . . Thinking players are engaged players. In skill challenges, players will come up with uses for skills that you didn’t expect to play a role. Try not to say no."</p><p></p><p>Some examples around backstory:</p><p></p><p style="margin-left: 20px">DMG2 p 12: "A sense of shared authorship between you and the players can begin before you start playing, when you create the campaign. . . . Have each player bring a pitch, a basic idea for the campaign . . . The pitch is a simple sentence that describes how the player characters fit into their world."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">DMG2 p 15: "You might also ask players to invent one or two NPCs to whom they have important ties. These can be ties of loyalty . . . Alternatively, these NPCs might despise the character, and you can use the NPCs as obstacles to the character's goals."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">DMG2 pp 16-17: "The process of shared creation doesn't need to stop during your campaign's prep phase. You can continue it by allowing players a role in inventing your D&D world. . . . When you are presented with player input into your world, start by repeating to yourself the first rule of improvisation: Never negate. . . . Three main techniques allow you to bring player suggestions to the fore: incidental reference solicited input, and the turnaround. Proactive players might employ a fourth method, the direct assertion."</p><p></p><p>When I used to GM Rolemaster and AD&D, players would contribute around backstory, and the focus of the action, but not so much in terms of what is possible in action declaration. Those systems don't support that sort of player contribution like 4e D&D does!</p><p></p><p>Who else's D&D has a high volume of player-generated fiction?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9414698, member: 42582"] The 4e D&D rulebooks have quite a bit of advocacy for the players making decisions about the shared fiction: backstory, the focus of the action, what is possible here-and-now in terms of action declaration. Some examples around the focus of the action: [indent]PHB p 258: "You can also, with your DM’s approval, create a quest for your character. Such a quest can tie into your character’s background. For instance, perhaps your mother is the person whose remains lie in the Fortress of the Iron Ring. Quests can also relate to individual goals, such as a ranger searching for a magic bow to wield. Individual quests give you a stake in a campaign’s unfolding story and give your DM ingredients to help develop that story." DMG p 103: "You should allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible!"[/indent] Some examples around what is possible in action declaration: [indent]DMG p 42: "Your presence as the Dungeon Master is what makes D&D such a great game. You make it possible for the players to try anything they can imagine. That means it’s your job to resolve unusual actions when the players try them. . . . [rules and guidelines follow, and then an example action declaration] . . . This sort of action is exactly the kind of thinking you want to encourage . . ." DMG pp 73-5: "When a player’s turn comes up in a skill challenge, let that player’s character use any skill the player wants. As long as the player or you can come up with a way to let this secondary skill play a part in the challenge, go for it. . . . players can and will come up with ways to use skills you do not expect. . . . Characters might have access to utility powers or rituals that can help them. These might allow special uses of skills, perhaps with a bonus. Rituals in particular might grant an automatic success or remove failures from the running total. . . . Thinking players are engaged players. In skill challenges, players will come up with uses for skills that you didn’t expect to play a role. Try not to say no."[/indent] Some examples around backstory: [indent]DMG2 p 12: "A sense of shared authorship between you and the players can begin before you start playing, when you create the campaign. . . . Have each player bring a pitch, a basic idea for the campaign . . . The pitch is a simple sentence that describes how the player characters fit into their world." DMG2 p 15: "You might also ask players to invent one or two NPCs to whom they have important ties. These can be ties of loyalty . . . Alternatively, these NPCs might despise the character, and you can use the NPCs as obstacles to the character's goals." DMG2 pp 16-17: "The process of shared creation doesn't need to stop during your campaign's prep phase. You can continue it by allowing players a role in inventing your D&D world. . . . When you are presented with player input into your world, start by repeating to yourself the first rule of improvisation: Never negate. . . . Three main techniques allow you to bring player suggestions to the fore: incidental reference solicited input, and the turnaround. Proactive players might employ a fourth method, the direct assertion."[/indent] When I used to GM Rolemaster and AD&D, players would contribute around backstory, and the focus of the action, but not so much in terms of what is possible in action declaration. Those systems don't support that sort of player contribution like 4e D&D does! Who else's D&D has a high volume of player-generated fiction? [/QUOTE]
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