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<blockquote data-quote="bedir than" data-source="post: 6764813" data-attributes="member: 6789971"><p>Totally agree with the above. This is what's happening in my setting. It is highly restrictive with only 3 base races (5 others added over time) and greatly nerfed magic. Everyone got into and wanted to help create why the world is the way it is.</p><p></p><p>That helps me, because I can outsource some of the development.</p><p></p><p>While the PC was creating Maurice he said that he was a halfling from a small town (unsketched at that point) on the river north of the starting city. He described it as a thoroughfare connecting three major cities. That wound up being Fort Ooshar and sits on a road and river at the same time. Ooshar has a vertical port, as the river is a cliff and the bridge is part of the city. Maurice also said that his goal was to find his father. He created some story about how his father left on an adventure with a couple other townspeople, but only one came back alive. That one left the city.</p><p></p><p>Working with the player that one that abandoned his father is now part of the adventure, as a hostile leader of a street gang in Ooshar and a couple other cities.</p><p></p><p>Several other characters have helped with similar events, cultures, peoples. One of the characters from Mehmd convinced me that it has a pit-fighting culture and that rather than dogs, horses, etc they bond with lizards and dinosaurs.</p><p></p><p>By having other people help out it's meant that my world is much more alive than if I was doing this entirely on my own. We know that similar things happen in published settings too. They are not top-down dictatorial DMing, but instead are co-op living worlds that develop through the play-testers, home games and fiction of their creators.</p></blockquote><p></p>
[QUOTE="bedir than, post: 6764813, member: 6789971"] Totally agree with the above. This is what's happening in my setting. It is highly restrictive with only 3 base races (5 others added over time) and greatly nerfed magic. Everyone got into and wanted to help create why the world is the way it is. That helps me, because I can outsource some of the development. While the PC was creating Maurice he said that he was a halfling from a small town (unsketched at that point) on the river north of the starting city. He described it as a thoroughfare connecting three major cities. That wound up being Fort Ooshar and sits on a road and river at the same time. Ooshar has a vertical port, as the river is a cliff and the bridge is part of the city. Maurice also said that his goal was to find his father. He created some story about how his father left on an adventure with a couple other townspeople, but only one came back alive. That one left the city. Working with the player that one that abandoned his father is now part of the adventure, as a hostile leader of a street gang in Ooshar and a couple other cities. Several other characters have helped with similar events, cultures, peoples. One of the characters from Mehmd convinced me that it has a pit-fighting culture and that rather than dogs, horses, etc they bond with lizards and dinosaurs. By having other people help out it's meant that my world is much more alive than if I was doing this entirely on my own. We know that similar things happen in published settings too. They are not top-down dictatorial DMing, but instead are co-op living worlds that develop through the play-testers, home games and fiction of their creators. [/QUOTE]
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