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General Tabletop Discussion
*TTRPGs General
*The setting* as the focus of "simulationist" play
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9081330" data-attributes="member: 82106"><p>That's another way you are likely to have somewhat of a mix in most play IME where the GM and her setting are central, but where (often but not always in the form of a sandbox) the players can express their own agenda with a lot of freedom.</p><p></p><p>This is how my last '90s 2e campaign evolved. It started with a very elaborately established meta-plot which included a LOT of contingencies for various courses of PC action. In play though the PCs simply weren't predictable, and their own internal interests (I had very strong and extremely experienced players who knew how to develop their characters even though D&D doesn't really help much with that) simply took over. New plots and courses of development took over, and much of the original meta-plot simply became useful background or even entirely irrelevant. </p><p></p><p>It worked out well, but that was the game that sort of set up my understanding of player-driven possibilities. I blame [USER=42582]@pemerton[/USER] for really introducing me to the more completely articulated theoretical side of that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9081330, member: 82106"] That's another way you are likely to have somewhat of a mix in most play IME where the GM and her setting are central, but where (often but not always in the form of a sandbox) the players can express their own agenda with a lot of freedom. This is how my last '90s 2e campaign evolved. It started with a very elaborately established meta-plot which included a LOT of contingencies for various courses of PC action. In play though the PCs simply weren't predictable, and their own internal interests (I had very strong and extremely experienced players who knew how to develop their characters even though D&D doesn't really help much with that) simply took over. New plots and courses of development took over, and much of the original meta-plot simply became useful background or even entirely irrelevant. It worked out well, but that was the game that sort of set up my understanding of player-driven possibilities. I blame [USER=42582]@pemerton[/USER] for really introducing me to the more completely articulated theoretical side of that. [/QUOTE]
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