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General Tabletop Discussion
*TTRPGs General
Various ways of setting up and starting RPG play
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<blockquote data-quote="niklinna" data-source="post: 8774108" data-attributes="member: 71235"><p>I've seen all four of those approaches, and more. The GM & players can come up with the situation/setting collaboratively, before the players come up with characters informed by that work. There could also be some back and forth or cycles, where the GM refines the situation or the players revise their characters, based on what they hear from a previous stage (which could begin with any of the elements mentioned). I've also been in games where characters are developed in conversation with everyone ("everyone" being just the players or the players and the GM), particularly when relationships between characters are important. And then there are games where players have been explicitly instructed to come up with as little as possible about their characters to begin with, and fill in their history, personalities, and motives through play. That's compatible with any of your four proposals, assuming D cares about those things (which it needn't).</p><p></p><p>Your B limits things to the intitial situation, but I can easily imagine the players presenting their charcters, and the GM taking those and scripting a whole adventure more in the vein of D, just tailoring it to the characters ahead of time.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8774108, member: 71235"] I've seen all four of those approaches, and more. The GM & players can come up with the situation/setting collaboratively, before the players come up with characters informed by that work. There could also be some back and forth or cycles, where the GM refines the situation or the players revise their characters, based on what they hear from a previous stage (which could begin with any of the elements mentioned). I've also been in games where characters are developed in conversation with everyone ("everyone" being just the players or the players and the GM), particularly when relationships between characters are important. And then there are games where players have been explicitly instructed to come up with as little as possible about their characters to begin with, and fill in their history, personalities, and motives through play. That's compatible with any of your four proposals, assuming D cares about those things (which it needn't). Your B limits things to the intitial situation, but I can easily imagine the players presenting their charcters, and the GM taking those and scripting a whole adventure more in the vein of D, just tailoring it to the characters ahead of time. [/QUOTE]
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