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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="zarionofarabel" data-source="post: 9840454" data-attributes="member: 7026405"><p>I'm not sure about the amount of detail needed. I have ran a couple super successful player driven Vampire games, and they are set in a world that has a strangely high amount of detail. <img class="smilie smilie--emoji" alt="🤭" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f92d.png" title="Face with hand over mouth :face_with_hand_over_mouth:" data-shortname=":face_with_hand_over_mouth:" loading="lazy" width="64" height="64" /></p><p></p><p>More serious though, I think you can have a fairly detailed world as long as the players have a hand in creating PC ties and the "initial situation" that kicks off the game. It also helps if the GM is willing to modify setting details to coincide with what the players are interested in doing. Which I think happens fairly organically considering how many internet memes I see about how players will always befriend the throwaway NPC with no name, and the importance of allowing players to do that.</p><p></p><p>Well, having hyper-proactive players eliminates the need for most procedures the GM may need to implement to encourage a player driven environment. I'll be honest, in the early early days I didn't run player driven games per se, just improvised ones. It was my players that changed the way I ran games during a very memorable AD&D 2e game in 90-91. After completing a quest to clear out a Keep that had been taken over by Goblins, they decided to maintain control of the Keep as a home base. Then they took the reins and began doing things like negotiating with nearby villages for supplies and hiring and training guards. I totally fell into a reactive stance as GM and they ran the show. After 15 levels and the official declaration of their new country, they decided to retire their PCs so we could start a campaign in the new Star Wars TTRPG I had gotten recently. After that, I kind of just let them keep running things. It was later in life, after I discovered Burning Wheel that I began purposefully including actual procedures for fostering player driven aspects to the game.</p></blockquote><p></p>
[QUOTE="zarionofarabel, post: 9840454, member: 7026405"] I'm not sure about the amount of detail needed. I have ran a couple super successful player driven Vampire games, and they are set in a world that has a strangely high amount of detail. 🤭 More serious though, I think you can have a fairly detailed world as long as the players have a hand in creating PC ties and the "initial situation" that kicks off the game. It also helps if the GM is willing to modify setting details to coincide with what the players are interested in doing. Which I think happens fairly organically considering how many internet memes I see about how players will always befriend the throwaway NPC with no name, and the importance of allowing players to do that. Well, having hyper-proactive players eliminates the need for most procedures the GM may need to implement to encourage a player driven environment. I'll be honest, in the early early days I didn't run player driven games per se, just improvised ones. It was my players that changed the way I ran games during a very memorable AD&D 2e game in 90-91. After completing a quest to clear out a Keep that had been taken over by Goblins, they decided to maintain control of the Keep as a home base. Then they took the reins and began doing things like negotiating with nearby villages for supplies and hiring and training guards. I totally fell into a reactive stance as GM and they ran the show. After 15 levels and the official declaration of their new country, they decided to retire their PCs so we could start a campaign in the new Star Wars TTRPG I had gotten recently. After that, I kind of just let them keep running things. It was later in life, after I discovered Burning Wheel that I began purposefully including actual procedures for fostering player driven aspects to the game. [/QUOTE]
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