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<blockquote data-quote="alms66" data-source="post: 5617418" data-attributes="member: 93441"><p>Yeah, the general idea that players should be able to have some influence over the setting they will be playing in seems like a no-brainer to me. I know I wouldn't play with a GM that didn't take my opinions and ideas into consideration, even if he/she rejects them in the end.</p><p></p><p>I've been developing two fantasy worlds for my entire gaming "career" - one is a dark and gritty low-fantasy world and the other is a very high fantasy world where pretty much everyone has at least some measure of magical power. Most of my players have learned much of these worlds over the years of gaming in them and have fallen in love with these two settings. I've been lucky in that regard. They have even helped shape the worlds with their ideas in the pre-campaign disscusions we have and/or with the background stories they sometimes come up with for their characters. Of course, past campaigns and past PC actions have shaped the worlds over time as well...</p><p></p><p>However, every now and then we stray from these two settings and run something completely different. When I decide to do that or they ask me to do that for the next campaign, I generally just come up with something and pitch it to them. Sometimes they throw out some ideas that get used, sometimes they throw out some ideas that don't get used, but again I'm lucky in that my group and I have been together so long that there's enough trust amongst us that at worst I'll get "I don't know about this, but I'm willing to give it a try for you." from one or even all of the players.</p><p></p><p>My group also knows that after 3 sessions we hold a vote and if the majority are not liking it that I am more than willing to junk it all and come up with something else. Campaign and setting ideas are a dime-a-dozen. Having good, trusting gaming buddies or even just good, trusting friends period, is something that's a lot harder to come by, and I'd rather lose a campaign idea/setting than a friend.</p></blockquote><p></p>
[QUOTE="alms66, post: 5617418, member: 93441"] Yeah, the general idea that players should be able to have some influence over the setting they will be playing in seems like a no-brainer to me. I know I wouldn't play with a GM that didn't take my opinions and ideas into consideration, even if he/she rejects them in the end. I've been developing two fantasy worlds for my entire gaming "career" - one is a dark and gritty low-fantasy world and the other is a very high fantasy world where pretty much everyone has at least some measure of magical power. Most of my players have learned much of these worlds over the years of gaming in them and have fallen in love with these two settings. I've been lucky in that regard. They have even helped shape the worlds with their ideas in the pre-campaign disscusions we have and/or with the background stories they sometimes come up with for their characters. Of course, past campaigns and past PC actions have shaped the worlds over time as well... However, every now and then we stray from these two settings and run something completely different. When I decide to do that or they ask me to do that for the next campaign, I generally just come up with something and pitch it to them. Sometimes they throw out some ideas that get used, sometimes they throw out some ideas that don't get used, but again I'm lucky in that my group and I have been together so long that there's enough trust amongst us that at worst I'll get "I don't know about this, but I'm willing to give it a try for you." from one or even all of the players. My group also knows that after 3 sessions we hold a vote and if the majority are not liking it that I am more than willing to junk it all and come up with something else. Campaign and setting ideas are a dime-a-dozen. Having good, trusting gaming buddies or even just good, trusting friends period, is something that's a lot harder to come by, and I'd rather lose a campaign idea/setting than a friend. [/QUOTE]
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