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General Tabletop Discussion
*TTRPGs General
Scenario and setting design, with GM and players in mind
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<blockquote data-quote="Reynard" data-source="post: 8766124" data-attributes="member: 467"><p>The way I see it is this: if the scenario the GM has presented requires certain things be true, then these are GM defined, immutable facts (who the BBEG is, for example). Anything else -- anything that is flavor or important but not immutable -- is subject to change, and as such should embrace player input. if the PCs walk into an inn and one person in the inn is the collaborator they have been searching for, literally everyone else in the inn is undefined. So instead of going into a long monologue about people the PCs see in the inn, the GM should say:</p><p></p><p>"You open the door and step into the inn. It has been a long day on the road and you are dirty, tired, and frustrated that you are no closer to finding the collaborator. [The GM then asks each player in turn] Who do you see in the inn?" Of course, one of these NPCs the players just invented might be the collaborator, or the GM might mention them offhandedly in general description. The point is that the GM can offload a pretty significant amount of worldbuilding and scene setting by asking the players, with the added benefit of ensuring that the fiction of the scene matches what the players are envisioning.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8766124, member: 467"] The way I see it is this: if the scenario the GM has presented requires certain things be true, then these are GM defined, immutable facts (who the BBEG is, for example). Anything else -- anything that is flavor or important but not immutable -- is subject to change, and as such should embrace player input. if the PCs walk into an inn and one person in the inn is the collaborator they have been searching for, literally everyone else in the inn is undefined. So instead of going into a long monologue about people the PCs see in the inn, the GM should say: "You open the door and step into the inn. It has been a long day on the road and you are dirty, tired, and frustrated that you are no closer to finding the collaborator. [The GM then asks each player in turn] Who do you see in the inn?" Of course, one of these NPCs the players just invented might be the collaborator, or the GM might mention them offhandedly in general description. The point is that the GM can offload a pretty significant amount of worldbuilding and scene setting by asking the players, with the added benefit of ensuring that the fiction of the scene matches what the players are envisioning. [/QUOTE]
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