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<blockquote data-quote="chaochou" data-source="post: 5617517" data-attributes="member: 99817"><p>That's an interesting use for the Microscope rules (which I don't own nor have played but read about). Might have to think about buying that.</p><p></p><p>If you're playing a FATE-based space game did you look at Diaspora? Much like Dresden Files, Diaspora starts with everyone as equals (ie the 'GM' has no more or less say than anyone else during this step) creating a star system.</p><p></p><p>Still I agree with your general idea that involving soon-to-be players in setting creation has many benefits in play and there are very few games (stuff like Call of Cthulhu and Paranoia) where this wouldn't be my first step.</p><p></p><p></p><p>Edited to look at this bit...</p><p></p><p></p><p></p><p>I've had this problem - that is to say, I've run Gloranatha-based stuff since 1983 and found newer players could feel inhibited by not feeling they 'knew enough' or were 'doing it right'. And, in my view, the more I explained the less pro-active they got. It's like explaining simply re-inforces the feeling of not knowing enough.</p><p></p><p>A communal setting creation didn't entirely get rid of the problem, but I found it helped get players feeling a greater sense of ownership and a willingness to be pro-active. In response, I found it necessary to be flexible and back the players ahead of the 'lore'.</p><p></p><p>I always felt games set in Middle Earth suffered terrible problems in this regard. Very hard to make that setting 'your own' ime.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5617517, member: 99817"] That's an interesting use for the Microscope rules (which I don't own nor have played but read about). Might have to think about buying that. If you're playing a FATE-based space game did you look at Diaspora? Much like Dresden Files, Diaspora starts with everyone as equals (ie the 'GM' has no more or less say than anyone else during this step) creating a star system. Still I agree with your general idea that involving soon-to-be players in setting creation has many benefits in play and there are very few games (stuff like Call of Cthulhu and Paranoia) where this wouldn't be my first step. Edited to look at this bit... I've had this problem - that is to say, I've run Gloranatha-based stuff since 1983 and found newer players could feel inhibited by not feeling they 'knew enough' or were 'doing it right'. And, in my view, the more I explained the less pro-active they got. It's like explaining simply re-inforces the feeling of not knowing enough. A communal setting creation didn't entirely get rid of the problem, but I found it helped get players feeling a greater sense of ownership and a willingness to be pro-active. In response, I found it necessary to be flexible and back the players ahead of the 'lore'. I always felt games set in Middle Earth suffered terrible problems in this regard. Very hard to make that setting 'your own' ime. [/QUOTE]
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