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Player-generated fiction in D&D
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<blockquote data-quote="FrogReaver" data-source="post: 9418668" data-attributes="member: 6795602"><p>Perhaps part of this stems from not knowing the limitations around what you consider a player-designed quest. Like is goal: I want to find X item a player authored quest? Is I want to avenge my fathers murder a player authored quest? If not, can you add enough detail to make these quests be player authored?</p><p></p><p>Also, can a player authored quest develop in game. Dm introduces goblins and their fire giant overlords as a faction players can interact with. Player decides his goal is to free the goblins from the fire giants grip. Is this a player authored quest? If not could anything be changed about it to make it so?</p><p></p><p>If that kind of stuff counts then it happens all the time in most d&d games I think.</p><p></p><p>I don’t think I follow the meaning here at all</p><p></p><p>To me this comes back to the initial social agreement. Players and DMs must agree about what they are playing, who has what roles and responsibilities, etc.</p><p></p><p>If the DM pitches a world he’s created for the next campaign and the players agree to as is then to me that’s still collaboration. Accepting someone else’s cool idea is still collaboration IMO.</p><p></p><p>But what if a player suggests NPCs and impactful local events that impact his character backstory. Collaboration is talking that through with the group and the group deciding whether that’s a good idea or not. Whether the player idea is (by the group) ultimately incorporated as is, rejected entirely or modified and then accepted by the group that’s still collaboration.</p><p></p><p>Same if the group decides to use a module.</p><p></p><p>let’s say the dm does solely author the game world before play begins. He collaborates with the players and they all agree to play in this game world. Even if that’s the case. The moment play begins the players have input, they can change nearly everything by their character actions and since whatever happens in play shapes the world just as much if not more so than the initial state the dm started it in, then aren’t the players worldbulding through their play?</p><p></p><p>In short this means the DM is not the sole author of the world, he might be sole author until play begins, but even that required player collaboration and buy in.</p><p></p><p> I think we might be putting the cart before the horse. Its the initial group collaboration on what specifically to run that determines the amount of player input that gets put forth and potentially accepted in backstory/worldbuilding. Everything else is downstream from there. To me, this says the key is understanding why such collaborative agreements with limited player input into worldbuilding/backstory form in the first place.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9418668, member: 6795602"] Perhaps part of this stems from not knowing the limitations around what you consider a player-designed quest. Like is goal: I want to find X item a player authored quest? Is I want to avenge my fathers murder a player authored quest? If not, can you add enough detail to make these quests be player authored? Also, can a player authored quest develop in game. Dm introduces goblins and their fire giant overlords as a faction players can interact with. Player decides his goal is to free the goblins from the fire giants grip. Is this a player authored quest? If not could anything be changed about it to make it so? If that kind of stuff counts then it happens all the time in most d&d games I think. I don’t think I follow the meaning here at all To me this comes back to the initial social agreement. Players and DMs must agree about what they are playing, who has what roles and responsibilities, etc. If the DM pitches a world he’s created for the next campaign and the players agree to as is then to me that’s still collaboration. Accepting someone else’s cool idea is still collaboration IMO. But what if a player suggests NPCs and impactful local events that impact his character backstory. Collaboration is talking that through with the group and the group deciding whether that’s a good idea or not. Whether the player idea is (by the group) ultimately incorporated as is, rejected entirely or modified and then accepted by the group that’s still collaboration. Same if the group decides to use a module. let’s say the dm does solely author the game world before play begins. He collaborates with the players and they all agree to play in this game world. Even if that’s the case. The moment play begins the players have input, they can change nearly everything by their character actions and since whatever happens in play shapes the world just as much if not more so than the initial state the dm started it in, then aren’t the players worldbulding through their play? In short this means the DM is not the sole author of the world, he might be sole author until play begins, but even that required player collaboration and buy in. I think we might be putting the cart before the horse. Its the initial group collaboration on what specifically to run that determines the amount of player input that gets put forth and potentially accepted in backstory/worldbuilding. Everything else is downstream from there. To me, this says the key is understanding why such collaborative agreements with limited player input into worldbuilding/backstory form in the first place. [/QUOTE]
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