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<blockquote data-quote="howandwhy99" data-source="post: 4329972" data-attributes="member: 3192"><p>How do you get the law to wield its' authority? It's people following the law, or in this case the design aspects of the world. Are you asking a rhetorical question about how authority is agreed upon before it's enacted? Or where does authority truly come from? The barrel of a gun? Or platonic ideals "out there"?</p><p></p><p>Bingo. GMs do this to run the game. Players do this to play in character. Each has their own individual notes. GMs strive for consistency and Players strive to achieve the best sense of what has so far been discovered. </p><p></p><p>Players can certainly make something up about how their PC was in The Dread Woods as youth and was stolen away for a year and a day by elves who taught him how to sing. The DM will incorporate this into the world as he knows it as best as possible. </p><p></p><p>With this assistance, DMs flush out the remaining and make sure it makes sense in accordance with what came before and what is in other places. The world as it has existed so far so to speak. This pregame creation or game prep is in part a joint endeavor that happens between pretty much all game sessions. But it doesn't require player input most of the time. That input generally comes from actions in character during play.</p><p></p><p>The world operates as personal knowledge according to how the real world operates with whatever changes were agreed upon before play and are consistent with previous play in the world by that group. Our own real world knowledge allows for easy decision making by the GM and an simple to understand interface for the players. Players have a good idea of how the world works this way enable them to portray character better by having some equivalency in knowledge. "What is grass again?" etc.</p><p></p><p>Of course, PCs could have goofy ideas their players have decided upon for their characters to have all their own (grass is mama earth's hair), but whether or not other players agree this is the truth (including the GM) is their own decision.</p><p></p><p>When decidedly unreal things like magic are added these are mentioned upfront. Stuff like this isn't that hard. It's like saying "we're playing in the Star Wars universe". People understand ahead of time that The Force exists and there are wookies and droids and such. Playing an exotic PC, but still genre relevant isn't difficult for the players to decide.</p><p></p><p>Is this helping you at all. This seems like pretty basic stuff for RPGs.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4329972, member: 3192"] How do you get the law to wield its' authority? It's people following the law, or in this case the design aspects of the world. Are you asking a rhetorical question about how authority is agreed upon before it's enacted? Or where does authority truly come from? The barrel of a gun? Or platonic ideals "out there"? Bingo. GMs do this to run the game. Players do this to play in character. Each has their own individual notes. GMs strive for consistency and Players strive to achieve the best sense of what has so far been discovered. Players can certainly make something up about how their PC was in The Dread Woods as youth and was stolen away for a year and a day by elves who taught him how to sing. The DM will incorporate this into the world as he knows it as best as possible. With this assistance, DMs flush out the remaining and make sure it makes sense in accordance with what came before and what is in other places. The world as it has existed so far so to speak. This pregame creation or game prep is in part a joint endeavor that happens between pretty much all game sessions. But it doesn't require player input most of the time. That input generally comes from actions in character during play. The world operates as personal knowledge according to how the real world operates with whatever changes were agreed upon before play and are consistent with previous play in the world by that group. Our own real world knowledge allows for easy decision making by the GM and an simple to understand interface for the players. Players have a good idea of how the world works this way enable them to portray character better by having some equivalency in knowledge. "What is grass again?" etc. Of course, PCs could have goofy ideas their players have decided upon for their characters to have all their own (grass is mama earth's hair), but whether or not other players agree this is the truth (including the GM) is their own decision. When decidedly unreal things like magic are added these are mentioned upfront. Stuff like this isn't that hard. It's like saying "we're playing in the Star Wars universe". People understand ahead of time that The Force exists and there are wookies and droids and such. Playing an exotic PC, but still genre relevant isn't difficult for the players to decide. Is this helping you at all. This seems like pretty basic stuff for RPGs. [/QUOTE]
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