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General Tabletop Discussion
*Dungeons & Dragons
Player-generated fiction in D&D
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<blockquote data-quote="pemerton" data-source="post: 9418568" data-attributes="member: 42582"><p>It's in the OP: "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>The OP illustrates these using the 4e rulebooks to provide examples:</p><p></p><p style="margin-left: 20px">*Player-designed quests, as an example of play-generated fiction pertaining to the focus of the action;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Page 42 of the DMG, and its skill challenge section, as examples of player-generated fiction pertaining to what is possible in terms of action declaration;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Passages from the DMG2 on collaborative world-building, as examples of player-generated backstory.</p><p></p><p>But as the OP notes, player-generated fiction may be a feature of play using other versions of D&D (eg AD&D) or systems that are broadly similar in their processes of play (eg Rolemaster).</p><p></p><p>EDIT, to elaborate by way of contrast:</p><p></p><p>Player-designed quests contrast with the GM deciding what the focus of play is (eg by "laying breadcrumbs" or providing hooks).</p><p></p><p>Players generating fiction that pertains to what is possible in terms of action declaration contrasts with the GM deciding what is possible in terms of action declaration, or with this being tightly circumscribed by the rules. (The OP notes that in AD&D and RM it is the GM and the rules that determine what is possible in terms of action declaration - AD&D because it has no general resolution system but just a collection of subsystems; RM because of its hyper-simulationist resolution framework.)</p><p></p><p>Collaborative worldbuilding and other player contribution to backstory contrast with the GM being the sole author of the gameworld and the backstory.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9418568, member: 42582"] It's in the OP: "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." The OP illustrates these using the 4e rulebooks to provide examples: [indent]*Player-designed quests, as an example of play-generated fiction pertaining to the focus of the action; *Page 42 of the DMG, and its skill challenge section, as examples of player-generated fiction pertaining to what is possible in terms of action declaration; *Passages from the DMG2 on collaborative world-building, as examples of player-generated backstory.[/indent] But as the OP notes, player-generated fiction may be a feature of play using other versions of D&D (eg AD&D) or systems that are broadly similar in their processes of play (eg Rolemaster). EDIT, to elaborate by way of contrast: Player-designed quests contrast with the GM deciding what the focus of play is (eg by "laying breadcrumbs" or providing hooks). Players generating fiction that pertains to what is possible in terms of action declaration contrasts with the GM deciding what is possible in terms of action declaration, or with this being tightly circumscribed by the rules. (The OP notes that in AD&D and RM it is the GM and the rules that determine what is possible in terms of action declaration - AD&D because it has no general resolution system but just a collection of subsystems; RM because of its hyper-simulationist resolution framework.) Collaborative worldbuilding and other player contribution to backstory contrast with the GM being the sole author of the gameworld and the backstory. [/QUOTE]
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