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Players creating setting elements
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<blockquote data-quote="Peni Griffin" data-source="post: 3455536" data-attributes="member: 50322"><p>This tends to happen naturally in the games I've played in; first, during character creation, then off-the-cuff during roleplay. DM gives players a setting and a notion of the situation into which the character must fit; player creates character with backstory; DM uses backstory to flesh out setting. </p><p></p><p>For instance, I was starting out with the Sunless Citadel, so I described Oakhurst to the players and told them to make characters who had a stake in it. The backstories for the characters used existing NPCs from the module, created new ones, expanded the setting out to include a monastery where Sir Tib had studied with the missing paladin in the adventure, and created personal connections between the PCs. As we progressed in the game, in-character chat and creative riffing among players and DM expanded the NPC base. The players told me what their families and connections were like; I played the families and connections, and when necessary I statted them up. </p><p></p><p>The world now includes Lord Aristide, the good-ole-boy retired adventurer father of Sir Tib, his old adventuring buddy Toby Dingle the athiest hobbit wizard, now retired and teaching school in Oakhurst, Abbot William Budd of the Ecumenical Monastary of Benevolent Doctrines, the extensive and talented Hawthorne family, a jolly domestic set up at the Old Boar Inn, the redneck Bail family, Uncle Bishop Wulfstan, and the redoubtable one-eyed, hard-drinking, hard-bargaining, dog-training Aunt Wulfina, who rules her dwarfen kin (including the bishop) with an iron pegleg. </p><p></p><p>Don't try to get them to do your work for you, and don't think you have to have everybody you're going to run as an NPC statted up before you run them. Use what they give you, go with the flow, and keep the ball in the air.</p></blockquote><p></p>
[QUOTE="Peni Griffin, post: 3455536, member: 50322"] This tends to happen naturally in the games I've played in; first, during character creation, then off-the-cuff during roleplay. DM gives players a setting and a notion of the situation into which the character must fit; player creates character with backstory; DM uses backstory to flesh out setting. For instance, I was starting out with the Sunless Citadel, so I described Oakhurst to the players and told them to make characters who had a stake in it. The backstories for the characters used existing NPCs from the module, created new ones, expanded the setting out to include a monastery where Sir Tib had studied with the missing paladin in the adventure, and created personal connections between the PCs. As we progressed in the game, in-character chat and creative riffing among players and DM expanded the NPC base. The players told me what their families and connections were like; I played the families and connections, and when necessary I statted them up. The world now includes Lord Aristide, the good-ole-boy retired adventurer father of Sir Tib, his old adventuring buddy Toby Dingle the athiest hobbit wizard, now retired and teaching school in Oakhurst, Abbot William Budd of the Ecumenical Monastary of Benevolent Doctrines, the extensive and talented Hawthorne family, a jolly domestic set up at the Old Boar Inn, the redneck Bail family, Uncle Bishop Wulfstan, and the redoubtable one-eyed, hard-drinking, hard-bargaining, dog-training Aunt Wulfina, who rules her dwarfen kin (including the bishop) with an iron pegleg. Don't try to get them to do your work for you, and don't think you have to have everybody you're going to run as an NPC statted up before you run them. Use what they give you, go with the flow, and keep the ball in the air. [/QUOTE]
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