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<blockquote data-quote="pemerton" data-source="post: 6764399" data-attributes="member: 42582"><p>For me as a player, there are three aspects to this. (I'll focus on Tolkien, because his are the works I'm relatively familiar with.)</p><p></p><p>(1) Most GMs aren't capable of creating a world as compelling as Middle Earth.</p><p></p><p>(2) LotR, the Hobbit and The Silmarillion aren't primarily about presenting a world. They're primarily about presenting stories, in which the world serves as a backdrop. As a RPGer, I'm more interested in stories than worlds.</p><p></p><p>(3) With a good GM, a brief (one-to-three session) series of episodes playing through his/her story can be fun. Pre-gens work well for this, because (with a good GM) the pre-gens will be hooked into the story. As a player, my function becomes one of emoting my character rather than making fundamental choices that shape the plot (that's already been done for me). But I personally don't think this works well for an ongoing campaign.</p><p></p><p>I've never found this to be the case.</p><p></p><p>I've had players create mentors for PCs, families, secret organisations, social systems (for cities, dwarves, orcs etc), gods, myths, and other stuff that I'm not thinking of at the moment. As a GM, it's not that hard to incorporate this stuff into the challenges with which I confront the players (via their PCs).</p></blockquote><p></p>
[QUOTE="pemerton, post: 6764399, member: 42582"] For me as a player, there are three aspects to this. (I'll focus on Tolkien, because his are the works I'm relatively familiar with.) (1) Most GMs aren't capable of creating a world as compelling as Middle Earth. (2) LotR, the Hobbit and The Silmarillion aren't primarily about presenting a world. They're primarily about presenting stories, in which the world serves as a backdrop. As a RPGer, I'm more interested in stories than worlds. (3) With a good GM, a brief (one-to-three session) series of episodes playing through his/her story can be fun. Pre-gens work well for this, because (with a good GM) the pre-gens will be hooked into the story. As a player, my function becomes one of emoting my character rather than making fundamental choices that shape the plot (that's already been done for me). But I personally don't think this works well for an ongoing campaign. I've never found this to be the case. I've had players create mentors for PCs, families, secret organisations, social systems (for cities, dwarves, orcs etc), gods, myths, and other stuff that I'm not thinking of at the moment. As a GM, it's not that hard to incorporate this stuff into the challenges with which I confront the players (via their PCs). [/QUOTE]
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