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<blockquote data-quote="Karak" data-source="post: 6024613" data-attributes="member: 6700170"><p>When we create worlds many times the way I have found to get player interest is to query them on their interests. Do they like creating monsters, NPC's, locations, and so forth? Then I give them a very easy to fill out form or give them some guidelines for what they want to create. Almost everyone in the game has at least 1 very specific thing they like. The thing I have to do is make sure I pay attention. </p><p></p><p>If one player likes to create weapons and goes off and creates thirty and I find that there is a very specific theme running through them, I can use that information to possible create a nation or location known for that type of weapons, or a creator for them, and then flesh out why he creates them, and how, and where. The same is true for almost any submission from a player</p><p></p><p>It does require an overall world view and focus by the GM. We bit off a ton for our Kickstarter that is generally based on this entire process and the key to success is easy contribution, keeping an eye on similarities between submission types, and a way to tag information with those similarities to be able to track them and fit them in the world. I have used a database for many years in game creation like this. You could easily do it with paper as well and don't need a computer. But an easy database helps you tag things effectively sort them, gather similarities and differences, and catalog and reference them for later fleshing out into the game world.</p><p></p><p>I often hear from my players that the reason they have been so long term in my games, 21 years for 3 of them, and maybe 20 others have been playing for 14 years or more, is because they had and continue to have input. It also helps new players, which we have more than we can handle, get involved quickly, and everyone has specific things they like to contribute. World creation can occur forever, and I think it is awesome when players get involved like this. </p><p>I find it is easier to unleash them and sort later, than to give undue restrictions. I explain the general rules of the world and say "Go"</p><p>I can not count the number of times something submitted by a player impacted the entire game world due to its freshness, or a unique idea on an already established place or thing.</p><p></p><p>One of the best aspects of getting input like this is I have never had to motivate a player ever. As long as we identify even 1 thing they like to create or are interested in, they just go crazy. I think one of the keys is I make sure creation is as easy as it possibly can be. Additionally I tag and reference every single contribution and that allows me to make sure that every contribution is felt in the game, hinted at in a cutscene, or otherwise impacting making sure that nothing is wasted. Player buy-off is almost instantly noticeable when they hear, see, or otherwise experience their creations in game. Even if it is in a very small way. Like a player walking by a shop-stall and seeing the make of weapons he had created a could weeks before, slowly making its way through the nation as it becomes more popular. I can honestly say I have never had this fail. I am sure it is possible but most players who joining one of our games knowns ahead of time what is occurring.</p></blockquote><p></p>
[QUOTE="Karak, post: 6024613, member: 6700170"] When we create worlds many times the way I have found to get player interest is to query them on their interests. Do they like creating monsters, NPC's, locations, and so forth? Then I give them a very easy to fill out form or give them some guidelines for what they want to create. Almost everyone in the game has at least 1 very specific thing they like. The thing I have to do is make sure I pay attention. If one player likes to create weapons and goes off and creates thirty and I find that there is a very specific theme running through them, I can use that information to possible create a nation or location known for that type of weapons, or a creator for them, and then flesh out why he creates them, and how, and where. The same is true for almost any submission from a player It does require an overall world view and focus by the GM. We bit off a ton for our Kickstarter that is generally based on this entire process and the key to success is easy contribution, keeping an eye on similarities between submission types, and a way to tag information with those similarities to be able to track them and fit them in the world. I have used a database for many years in game creation like this. You could easily do it with paper as well and don't need a computer. But an easy database helps you tag things effectively sort them, gather similarities and differences, and catalog and reference them for later fleshing out into the game world. I often hear from my players that the reason they have been so long term in my games, 21 years for 3 of them, and maybe 20 others have been playing for 14 years or more, is because they had and continue to have input. It also helps new players, which we have more than we can handle, get involved quickly, and everyone has specific things they like to contribute. World creation can occur forever, and I think it is awesome when players get involved like this. I find it is easier to unleash them and sort later, than to give undue restrictions. I explain the general rules of the world and say "Go" I can not count the number of times something submitted by a player impacted the entire game world due to its freshness, or a unique idea on an already established place or thing. One of the best aspects of getting input like this is I have never had to motivate a player ever. As long as we identify even 1 thing they like to create or are interested in, they just go crazy. I think one of the keys is I make sure creation is as easy as it possibly can be. Additionally I tag and reference every single contribution and that allows me to make sure that every contribution is felt in the game, hinted at in a cutscene, or otherwise impacting making sure that nothing is wasted. Player buy-off is almost instantly noticeable when they hear, see, or otherwise experience their creations in game. Even if it is in a very small way. Like a player walking by a shop-stall and seeing the make of weapons he had created a could weeks before, slowly making its way through the nation as it becomes more popular. I can honestly say I have never had this fail. I am sure it is possible but most players who joining one of our games knowns ahead of time what is occurring. [/QUOTE]
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