hawkeyefan
Legend
Yeah, I think the one common thread we're seeing amongst the folks posting about success of player-driven campaigns is that they all seem to involve player contribution to the setting. This may be by way of formal prompts as part of character creation or it may be the product of a GM who just asks players questions about their characters and then uses the answers.
I think one of the main things to consider in this regard is to not commit to too much about the setting before involving the players. I think there's a lot of advice about GMing online and through other sources that says you need to have a whole world created, or if not a whole world, then an incredibly detailed starting area. And neither of those things is true. And neither will benefit a player driven approach.
But... that's not to say that the GM is free from crafting any details or from bringing things to bear. I think just saying "there's tons of things out there, go and adventure" is too broad. You need to bring some specific things to bear... situations that demand attention.
There's a back and forth to it that breaks down if either party doesn't bring it.
I think one of the main things to consider in this regard is to not commit to too much about the setting before involving the players. I think there's a lot of advice about GMing online and through other sources that says you need to have a whole world created, or if not a whole world, then an incredibly detailed starting area. And neither of those things is true. And neither will benefit a player driven approach.
But... that's not to say that the GM is free from crafting any details or from bringing things to bear. I think just saying "there's tons of things out there, go and adventure" is too broad. You need to bring some specific things to bear... situations that demand attention.
There's a back and forth to it that breaks down if either party doesn't bring it.

