Lord Mhoram
Hero
This spins off from some commentary from the "G vs RP" thread, but I didn't want to clutter that up with another tangent.
A question for GMs. How much do you shape your world to your players and their characters?
Do you have all the countries, politics, and structure between set up, and just let the characters go, like people in real life exploring and interacting with the world?
Do you have loose definitions, that solidify based on player actions?
Do you have things sorta set in stone, but allow it to change based on character/player interest.
How much of the tone is set beforehand.
I have my tone set, and it is usually very much a Good vs Evil tone - Paladins are very much a major social group in worlds I run. I do this because it is what I am comfortable wtih - If I tried to run a shades of grey game, it would be a really bad game, for everyone; just because I'm no good at it.
My world however is very very loose. I have the basic political structure set up, and what kind of things I plan to have where, but if the players in an adventure say something in passing like "Hey wouldn't it be cool if the city state we are heading to has slavery so we can topple the government and fix things".... you know, that will happen even if I never had anything like that planned.
The world, when I run a game, is there for no other reason than for the PCs to act in, and on. And I don't feel any attachment to any of the work I did in setting it up, if they completely change what I have done - of if in the course of play, they keep wanting things different than I had set up, and so I change it.
Because you know, when there characters are done, that world is too (unless they want to play generational).
I might use the same map, and have the same ground rules for the next campaign (then again I might not), but it starts fresh, and the new PCs will end up being the reason the world was invented.
That is my approach.
What is yours?
A question for GMs. How much do you shape your world to your players and their characters?
Do you have all the countries, politics, and structure between set up, and just let the characters go, like people in real life exploring and interacting with the world?
Do you have loose definitions, that solidify based on player actions?
Do you have things sorta set in stone, but allow it to change based on character/player interest.
How much of the tone is set beforehand.
I have my tone set, and it is usually very much a Good vs Evil tone - Paladins are very much a major social group in worlds I run. I do this because it is what I am comfortable wtih - If I tried to run a shades of grey game, it would be a really bad game, for everyone; just because I'm no good at it.
My world however is very very loose. I have the basic political structure set up, and what kind of things I plan to have where, but if the players in an adventure say something in passing like "Hey wouldn't it be cool if the city state we are heading to has slavery so we can topple the government and fix things".... you know, that will happen even if I never had anything like that planned.
The world, when I run a game, is there for no other reason than for the PCs to act in, and on. And I don't feel any attachment to any of the work I did in setting it up, if they completely change what I have done - of if in the course of play, they keep wanting things different than I had set up, and so I change it.
Because you know, when there characters are done, that world is too (unless they want to play generational).
I might use the same map, and have the same ground rules for the next campaign (then again I might not), but it starts fresh, and the new PCs will end up being the reason the world was invented.
That is my approach.
What is yours?