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<blockquote data-quote="Phantarch" data-source="post: 6764820" data-attributes="member: 6801685"><p>"There are three rules for writing a novel. Unfortunately, no one knows what they are." - W. Somerset Maugham</p><p></p><p>I think you might find that the "how" of storytelling is as varied as there are authors.</p><p></p><p>Don't get me wrong, I think the advice you layout is very sound advice for a DM and leads to very fun games for those involved. However, I don't think it's the ONLY way to do it.</p><p></p><p>As to applying strictures to a campaign prior to character creation, from a storytelling standpoint, the setting is what creates the tone and theme of the story, and can frequently be used as the starting point of character development. As a hypothetical example, it's quite possible that Joss Whedon started Firefly off with the simple idea of "I want to write a show about Space Cowboys". He may have then had the thought, "I really want the focus to be on the nuanced relationship of human culture in this setting", at which point he decided that there would be no aliens in his setting, only humans. Then, he possibly decided that the best explanation for an expanse of terraformed worlds would be a unified central government that was power hungry, which would would of course lead to rebellion. Finally, he could ask himself, "What kind of characters would live in this world trying to survive on the fringes of civilization?" I'm not saying that this IS how he did it, but I'm saying it's an equally viable option to storytelling as starting with characters and working out from there.</p><p></p><p>Likewise, it is just as viable for a DM to set the tone and theme of the campaign setting prior to character creation, and it's equally good practice for players to practice developing characters that fit a specific setting, theme, and tone as it is good practice for DMs to adapt their setting, theme, and tone for their players.</p></blockquote><p></p>
[QUOTE="Phantarch, post: 6764820, member: 6801685"] "There are three rules for writing a novel. Unfortunately, no one knows what they are." - W. Somerset Maugham I think you might find that the "how" of storytelling is as varied as there are authors. Don't get me wrong, I think the advice you layout is very sound advice for a DM and leads to very fun games for those involved. However, I don't think it's the ONLY way to do it. As to applying strictures to a campaign prior to character creation, from a storytelling standpoint, the setting is what creates the tone and theme of the story, and can frequently be used as the starting point of character development. As a hypothetical example, it's quite possible that Joss Whedon started Firefly off with the simple idea of "I want to write a show about Space Cowboys". He may have then had the thought, "I really want the focus to be on the nuanced relationship of human culture in this setting", at which point he decided that there would be no aliens in his setting, only humans. Then, he possibly decided that the best explanation for an expanse of terraformed worlds would be a unified central government that was power hungry, which would would of course lead to rebellion. Finally, he could ask himself, "What kind of characters would live in this world trying to survive on the fringes of civilization?" I'm not saying that this IS how he did it, but I'm saying it's an equally viable option to storytelling as starting with characters and working out from there. Likewise, it is just as viable for a DM to set the tone and theme of the campaign setting prior to character creation, and it's equally good practice for players to practice developing characters that fit a specific setting, theme, and tone as it is good practice for DMs to adapt their setting, theme, and tone for their players. [/QUOTE]
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