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The GM's World, the Players' Campaign
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<blockquote data-quote="DrunkonDuty" data-source="post: 9138867" data-attributes="member: 54364"><p>I'm a big fan of collective world building. My current campaign setting is very much a communal effort. </p><p></p><p>It is a "monster of the week" sort of game. And that means mysteries. That in turn means I have to keep some stuff back from the players. But not as much as one might think as it's not usually very long into the mystery before the villain becomes obvious. Which is to say, the mystery part ends.*</p><p></p><p>There's a broader setting that the players all contributed to back in our session 0. I've embellished some of the initial ideas. The players have embellished some of the initial ideas. And I regularly ask the players for more input, especially on things that are of special importance to their character.</p><p></p><p>For example, I recently learned that there's a Hogwarts in our world when one of the players suggested that their school compete with Hogwarts (the actual words were "those stuck-up, rich wankers") in some sort of inter-school competition. A competition in which the PCs have every intention of cheating. So now I have to come up with some appropriate competitions. And I'm looking forward to doing it. I'm struggling with inspiration right now, but when I next have the whole crew together I'm just going to ask them for suggestions. Between us we'll muddle out something fun. </p><p></p><p>And together we've created our little game world. Please note the plural pronoun. Because it's important. All of us have a sense of contributing to the whole thing. It's really nice.</p><p></p><p></p><p></p><p>* Precise details of the baddie may vary from expectations but the PCs have ways to find out what that might entail. I'm not a fan of gotchas. No fun in gotchas. I much prefer a bit of foreshadowing, it creates much more paranoia.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 9138867, member: 54364"] I'm a big fan of collective world building. My current campaign setting is very much a communal effort. It is a "monster of the week" sort of game. And that means mysteries. That in turn means I have to keep some stuff back from the players. But not as much as one might think as it's not usually very long into the mystery before the villain becomes obvious. Which is to say, the mystery part ends.* There's a broader setting that the players all contributed to back in our session 0. I've embellished some of the initial ideas. The players have embellished some of the initial ideas. And I regularly ask the players for more input, especially on things that are of special importance to their character. For example, I recently learned that there's a Hogwarts in our world when one of the players suggested that their school compete with Hogwarts (the actual words were "those stuck-up, rich wankers") in some sort of inter-school competition. A competition in which the PCs have every intention of cheating. So now I have to come up with some appropriate competitions. And I'm looking forward to doing it. I'm struggling with inspiration right now, but when I next have the whole crew together I'm just going to ask them for suggestions. Between us we'll muddle out something fun. And together we've created our little game world. Please note the plural pronoun. Because it's important. All of us have a sense of contributing to the whole thing. It's really nice. * Precise details of the baddie may vary from expectations but the PCs have ways to find out what that might entail. I'm not a fan of gotchas. No fun in gotchas. I much prefer a bit of foreshadowing, it creates much more paranoia. [/QUOTE]
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