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<blockquote data-quote="Manbearcat" data-source="post: 6018177" data-attributes="member: 6696971"><p>It seems to me that this is just a manifestation of ye ole The Chicken and the Egg. There are multiple ways to skin a cat/set up a game: </p><p></p><p></p><p>- Consult players on what genre expectations they wish to play within and specifically what types of character archetypes they wish to play. Create gameworld (or use an existing setting) to support genre expectations and player archetypes.</p><p></p><p>- Contrive a gameworld with rigid genre expectations that constrain character archetypes. Constrain player base to subset of gamers that enjoy these genre expectations and the constrained archetypes that lie within.</p><p></p><p>- Co-author everything. Negotiate the archetypes, the genre expectations, and the gameworld beforehand with the players. Solicit the players' ideas/expectations of their background, the implications of that background (and relevant NPCs that should pop up in the game relative to that background), and collectively set forth a skeletal framework of PC progression. Flesh out the concrete gameworld specifics based on that solicited, negotiated information.</p><p></p><p></p><p>Some may have honed a particular style and wish not to deviate from it. Some may be a bit more malleable and drift back and forth. Its basically all about finding the right players. It doesn't seem to me that any of the rulesets of any of the specific editions endorse any of these campaign genesis procedures exclusively. The editions all "behave" a little more functionally or are a little more user-friendly "out of the box" toward certain genre expectations and playstyle modes...but it seems to me that they're mostly campaign genesis-neutral.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6018177, member: 6696971"] It seems to me that this is just a manifestation of ye ole The Chicken and the Egg. There are multiple ways to skin a cat/set up a game: - Consult players on what genre expectations they wish to play within and specifically what types of character archetypes they wish to play. Create gameworld (or use an existing setting) to support genre expectations and player archetypes. - Contrive a gameworld with rigid genre expectations that constrain character archetypes. Constrain player base to subset of gamers that enjoy these genre expectations and the constrained archetypes that lie within. - Co-author everything. Negotiate the archetypes, the genre expectations, and the gameworld beforehand with the players. Solicit the players' ideas/expectations of their background, the implications of that background (and relevant NPCs that should pop up in the game relative to that background), and collectively set forth a skeletal framework of PC progression. Flesh out the concrete gameworld specifics based on that solicited, negotiated information. Some may have honed a particular style and wish not to deviate from it. Some may be a bit more malleable and drift back and forth. Its basically all about finding the right players. It doesn't seem to me that any of the rulesets of any of the specific editions endorse any of these campaign genesis procedures exclusively. The editions all "behave" a little more functionally or are a little more user-friendly "out of the box" toward certain genre expectations and playstyle modes...but it seems to me that they're mostly campaign genesis-neutral. [/QUOTE]
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