Oh, boy. A loooong one for a Friday.
"Storygamer" is a term that gets bandied about the internet a lot these days, generally in a pejorative fashion. I seem to see it a lot amongst those folks identifying themselves as "CAG (classic adventure gaming) gamers," generally setting themselves up in opposition to this particular type, or style, of player.
First allow me to reiterate (or explain) that this label of "adventure gaming" is simply meant to distinguish what I do from what is usually considered "role-playing" these days (i.e. in the 2020s). Up until the 2010s, I certainly would have called myself a "role-player," and these games I play "role-playing games" or RPGs. When it comes to running AD&D, I take the same approach I have (pretty much) always taken...generally speaking, the same approach I've taken towards ALL role-playing games I've run over the years.
That being said:
1) it is remarkably difficult to run most RPGs in the style of AD&D (and as evidence, I will point to the consistent LACK of my ability run other RPGs over the long-term; most non-D&D games...with some exceptions...have been extremely short-lived affairs).2) the AD&D I run these days is a much more mature, calculated, and conscientious than the AD&D of my youth. Credit this with having grown as Dungeon Master, and the years of work I've done on self-analysis and self-development.
But just because I distinguish myself as an "adventure gamer" does not mean I consider myself part of a particular tribe. I'm less interested in being a part of any particular community, and more interested in the game itself...what it can do for me, what I can do for it.
[it is similar to my feelings of the "OSR" back in the day; as I've written before, I never saw myself as part of a "movement," so much as an old geezer that wanted to play old games]
So, while I'm happy to die on this hill of championing 1E play, I'm far less interested in digging a trench around said hill, and spiking it pickets to keep out the "storygamers." ESPECIALLY because I feel that, these days, we may be using too broad a definition of just what a "storygamer" IS.
Here's a good blog post defining story games from Ben Robbins (of Ars Ludi). It's from October 2012, but holds up today, echoing many of my own thoughts (from 2013 and now). Here's a solid quote:
"A story game is a role-playing game where the participants focus on making a story together instead of just playing “their guy.” The alternative–which I played 100% of the time for more than two decades–would be adventure games like D&D, where your character is your turf."Yep, I said adventure games. I’ve used the term “traditional games” a lot but in hindsight it’s a terrible term for the games we’ve loved for decades. Back in the 70s and 80s these same “traditional” games were frickin’ radical. I think “adventure game” is a better term. In an adventure game it’s the job of the players to beat the adventure the GM presents. Again, not my invention: “adventure game” was a common term for D&D etc. back in the day."
Yep. I'm not the first one to call my kind of gaming (i.e. Dungeons & Dragons gaming), "adventure gaming." And neither was Ben, as he readily admits. But I digress; we were talking about "story gaming;" and here ya' go:
"In adventure games your job is to play your character and make good decisions for them. If you mess up (or roll badly) your character can die and be removed from the game. In a story game any character you play is a facet of the shared story. You may even sabotage your own character or spin them into tragedy because it makes the story more interesting. It’s a shift from “what would my character try to do” to “what do I want to have happen to my character” and in the story at large."
Or, to put it another way:
"In an adventure role-playing game you can only accomplish something because your character can do it. In a story role-playing game you can make something happen because as a player you want it, not just because your character can make it happen. In an adventure game like D&D you decide what your character does, but your ability to succeed is a reflection of your character’s traits..."In a story game...the character isn’t the limit of your power in the game. The rules give the players authority over things that are outside their characters’ control..."
Got that? A story gamer is playing a different kind of game (a "story game") with mechanical differences that support that type of play. Lots of examples abound, many of which came out of the Indie RPG (Forge) think tank. But what about all those folks who play D&D with funny voices? Check this out:
"Take D&D, old school D&D even. The players control their characters and the GM controls everything else. The characters’ chance of success is based on their character’s fictional abilities (good fighters win fights, poor fighters lose fights, etc.). But the GM could say to a player “Hey, tell me about the monastery your character came from.” Suddenly the player has some story game-style input into the fiction: their character didn’t create the monastery they were trained in, that’s the player making up things they want in the game. Or the GM could ask the group whether they want the next adventure to be more wilderness or dungeon crawling or political intrigue. Again, now the players are making contributions outside their characters."Those examples are not that uncommon in adventure games. So hey, that makes them story games, right?"Not really. The important difference is that those contributions are arbitrary and non-binding. The GM is deciding when to ask the players for world input (if ever) and if the GM doesn’t like what they propose she can decide not to use it. The GM holds the veto. In an adventure games rules system, story game-style participation is an ad hoc privilege, not a right, and it can be rescinded at any time or never extended at all. It’s not a system."On the other hand, if you’re a player in an adventure game and you can always decide to make “bad but interesting” decisions for your character but the penalties can be pretty brutal. Yep, it was awesome and dramatically moving to have your paladin take off his armor before the big battle to show his unshakeable faith in his god’s prophecy, but in game terms it meant you had a terrible AC and got cut down in a few rounds. Oops. Now sit and wait while everyone else finishes the fight. The adventure game doesn’t have a method to reward your decision because that’s not what it’s built to do. It doesn’t expect you to play that way."
I am quoting heavily from Robbins's blog post because he echoes my understanding and feeling on the matter. What he is calling "story games" I (as a Forum alum) would probably call "story now" games...games designed to tell a story and unconcerned with aspects of exploration of challenge. They're nice parlor games, but not anything designed for long-term play (i.e. play of more than a handful of sessions). And they're not bad! At least they have an objective of play (tell a nice story) and mechanics to support that.
But Ben was writing in 2013. In 2014 we see the advent of 5th Edition Dungeons & Dragons...and shit starts to hit the fan. Because the publishers of 5E (i.e. Hasbro/WotC) had absolutely zero concern whether or not their game is coherent, instructional, functional, etc. nor even if consumers have any idea/consistent standard of how the game is meant to be played. Instead, their sole concern, was reestablishing market dominance, i.e. reclaiming the market share they'd lost to Paizo/Pathfinder after the debacle that was 4th edition. They did not Give A Shit how or why people played D&D, just so long as people were playing D&D...and they were going to do their damnedest to make sure THAT would be the game RPG folks were playing. Everything to Everybody.
SO...the "brutal" consequence of trying to do "story" while playing an adventure game? All that had to go out the window. Characters have to be EXTREMELY hard to kill (if not impossible). Players have to "give consent" for negative consequences to affect their character. Creating character backgrounds and establishing stories for PCs became part of the actual chargen process. "Balanced" character archetypes ensure that no matter what a player's particular preference of "flavor," the characters will be on equal footing. Screw asymmetry. Thus the ascendance of My Guy/Gal syndrome and let's-tell-our-precious-little-stories-about-ourselves.
*sigh*
After my last post about the Euro OSR, I had a private conversation with an individual who discussed some of the issues they've had with their players, despite running a 1E game:
"...my players do not want to be motivated by gold, they find the notion of upkeep and training costs silly from an in-game perspective."We ran indeed into a conflict...I wrote in a short reflection on the state of the campaign and their player skill that "saving the NPC is essentially a pretense for adventurous play - as adventurers, you want to loot treasure as much as possible while on the mission" and they were offended. ...They do not play to level up (and perhaps to a small extent even are used that the GM just awards level up after 'successfully' finishing an adventure without the tracking of XP)...
And:
"To a large extent my players are able to formulate their own objectives of play, especially during a long term campaign (i.e. unfinished business, taking revenge etc.), although in practice I seed the world with adventure locales..."They pick perhaps also to some extent in line with their character motivations, or - at the same time - what they as players find interesting and then retroactively, if at all needed, formulate a motivation for their character. Especially this 'thinking meta as a player and bending my PCs' motivation to what I want' is very foreign to players invested in their characters..."
This, in my estimation, is NOT "storygaming." There is a disconnect between the players and the DM, but it isn't a bridge too far to span. In fact, it would seem to require only a step sideways by the DM to make things work: these players are still interested in "adventure" gaming, they just need some facilitation.
Among many (most?) D&D players who look down on old style play, there is a perception that killing and looting is too simplistic, too coarse, too dumb an activity to engage in. "Kill monster, loot treasure, repeat, how boring!" Most of these players...at least the ones that haven't jumped on the YouTube train of playing D&D like Improv Night at TheaterSports...still want adventure, but they want meaningful adventure, if not grandiose. Just like a fantasy story they've enjoyed reading (or watching on a screen). Collecting gold, doesn't seem "meaningful"...it seems mundane. And they want to be transported...the "fantasy" of fantasy adventure gaming is, essentially, an escape from the mundane hum-drum of the normal world.
But when we look at the classic adventures that everyone still adores...Hommlet, Against the Giants, etc...we'll see that none of them are bereft of story. Good adventures are scenarios: they have a premise, an idea or concept that gives them meaning. There's a reason players are there.
And the characters' "story?" They build that through actual play, the longer they survive. It is inevitable in campaign play: the PCs will build friends and enemies, allies and rivals. They will have ambitions and victories and setbacks and comedy and tragedy...the longer they play.
DMs want our players to live in the world we're building. We want them to want to spend time there. And most players who want to play D&D (and, yes, I'd even include modern 5E players) want a fantasy world worth living in. It's the DMs job to create that world.
When we sit down to play D&D, we all need to agree with the core concept of the game: players are adventurers in a fantasy world. "Adventurers" are individuals with a certain skill set that use those skills (and their wit) to risk danger as their occupation. That's their job. They are not town guards, or bakers, or kings-in-waiting, or court jesters. They are adventurers.
And because they are adventurers, we "keep score" (in this game we've agreed to play) by measuring how successful they are at their job (i.e. how much money they make), with some bonuses (x.p.) earned for defeating opponents with violence...because violence is inherent to the adventuring profession. They risk danger with their skill sets, i.e. sword and spell. Again: this is the game we've all agreed to sit down and play.
That doesn't mean the players can't choose to buck the premise. One of the great joys of D&D is that players have agency to operate outside the strict parameters set by (for example) a video game or a Fighting Fantasy novel. They are here to live in this world...not follow a script (and if the players assume they're supposed to follow a script, it's the DM's responsibility to disabuse them of this notice up front ASAP! That's not the game!).
And living in a world requires some means of supporting yourself.
It is the DM's responsibility to run the world...and that means providing consequences both for action and for inaction. Players...because they have agency...have their choice of how to deal with the dangers of the world and the costs of living there. The DM has to make sure that there ARE "dangers" and "costs" so that the players are properly motivated to engage with them. The players can choose not to seek out treasure...and they will eventually be out of cash to feed themselves or their horses, reduced to living like penniless vagabonds (and treated the same by the locals). They can choose not to stamp out the monstrous ogre tribe that's moved nearby...and they'll see the village where they're staying dwindle as people move away (or are eaten), shops close, beer barrels run dry, etc.
It all comes down to the DM's world building. The (1st Edition) game already has rules for handling most pertinent situations that arise during the game. But it's up to the DM to build the world in which those rules get used...and it's up to the DM to present the world in a way that engages the players.
The players have no interest in investigating the caravan raids that have been halting trade with the southern jungles? That will affect the local economy. The players aren't interested in the giants expanding their territory into civilized lands? Civilization will start to shrink. The players aren't enticed to break up a slaver ring that's preying on the innocent? More people will continue to disappear in the night.
It is UNIMPORTANT that the players wish to create mannerisms for their character, or write up a backstory. That's FINE if they want to do that. Most 1st edition PCs already have a "backstory" of sorts: they have a race. They have a class. They have a name. You can already tell a lot about the character's pre-game "history" just from these things (and more if you want to use secondary skills). It doesn't make them a "storygamer" to want to do these things...nor even if they want to "self-sabotage" (like the paladin removing his armor before a fight).
That doesn't make the player a "storygamer," because we are not playing a story game. We are playing an adventure game. If it means anything at all, it just means they're not a very good adventurer (certainly in the case of the dipshit paladin)...and that doesn't mean they can't get better!
As the Dungeon Master, YOU have all the power. You create the world; you run the campaign; you arbitrate the rules. Any issue or disconnect here really falls squarely upon the shoulders of the DM. At least it does for those of us running old edition D&D. Choosing to DM this older version of D&D means choosing to take up this mantle of responsibility.
Old edition D&D is not "collaborative" in the same way a story game is. Players looking for a collaborative game...one where they provide input that impacts the game in spite of the rules and the results of the dice...would be best served to look elsewhere. Because old edition D&D doesn't support that kind of game play. It never has. Yes, you can glom on rule additions (hand out "narrative change" points to players or whatever), but the more adaptations you make, the more bits you're likely to muck up (requiring more changes), the farther you get away from what works WELL about the D&D game, and the more you'd (probably) be better served by finding a game that already has the objective of "creating a story."
Or, you know, such players could simply write their own fiction...either solo or in collaboration with others. Just saying.
Those players who stick around are signing up to play an adventure game, regardless of whether or not they are giving their characters fictional "motivations." That's FINE if they want to do that. A motivation rooted in fiction ("The six-fingered man killed my father; one day I'll have revenge!") is nearly as good as a motivation rooted in game play ("I want to find a fireball spell...and get to a level where I can cast it!"). Motivations are good, because they incentivize action. Doesn't mean they're ever going to be fulfilled or come up in play (that magic-user might die before 5th level...). Them's the breaks.
As DMs we are not true "storytellers," because all stories have an ending to them, and our responsibility as a neutral arbiter to the game prevents us from having an attachment to ANY possible ending. We create adventures (scenarios) with which the players interact. These scenarios make sense in terms of the fantasy world we've created. Our world is run to the best of our ability with the help of the rules. It is a world of adventure: a world with monsters and treasure, dungeons and dragons. The better we build it, the more players will want to adventure within it, and the more adventures they will have. Until their characters die or retire. And it's only then, when a PC has ended, will we be able to say "Okay, hear's the story of Stoutheart the Grim..." Or whatever.
DMs are world builders; D&D players are adventurers. The interaction of these roles (builder and explorer) is the game. Not a "story game." An adventure game. And, if YOU (DM) are running an old version of D&D...like 1st edition AD&D...you have nothing to worry about when it comes to "storygamers." Storygamers will find story games to play in, and that will be a 'win' for everyone involved.
Build your world, run your world, love your world. Do that and all the other "noise" will cease to matter.
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This is a good post. I agree with most of it ( I'm not going to try and persuade you that 1e isn't the only true way ).
ReplyDeleteThe new 5.5e DMG is coming out soon. The WOTC hype is that it's full of DM advice for the first time DM. Focused on teaching people how to DM. I'm interested to see what they presented, full of doubt that it won't be correct, but eternally hopeful it might, just might be better than most of the shit that gets posted on the internet.
On paladins and armor, back in my 2e game in Phoenix a random encounter at night. One PC wander out to try and save the horses from hungry displacer beast. The paladin decided to put his armor on before he helped. The brave/foolish PC died and then railed on the paladin for not playing like a paladin should. From then on whenever th paladin was playing cautious they would joke about him needing to adjust his armor. 40 sessions or so latter that same paladin sacrificed himself holding off hill giants to let the rest of the party escape. That was a "story" moment. Unscripted, unexpected, and it hit the table hard to see the player make a choice to sacrifice his character.
I’ve sacrificed a character once or twice in play, but never to create a “story moment.” At the time (and here I’m thinking of a specific, particular instance) it was simply the “right” thing to do…I could sacrifice myself to let the rest of the party escape OR we could all get (most likely) destroyed. And it wasn’t in the least bit “character driven” as I’d created that character (a sleazy, neutral aligned toad-worshipping cleric) with an idea that he would be rather self-serving and slovenly like his (imagined) god then anything approximating “heroism.”
DeleteIn actual play, though…when done RIGHT…attempts at characterization often (if not always) go out the window. Your paladin player may have simply been tired of the razzing he’d taken…who knows? It doesn’t matter. Such moments occur, and they’re memorable (if not wonderful), but they are only MEANINGFUL when they are caused by the events of actual play, i.e. not due to an authorial stance or an attempt to manufacture story.
IMO. Some probably disagree.
RE the 5.5 DMG
I had not realized it wasn’t yet out, nor had i heard what is supposed to be in it. I am going to guess, right here and now, that it will end up being little changed from the last several DMGs, all of which tend to take their “soft” (non-rule specific) instruction from Gygax’s 1E DMG, albeit poorly and without the proper context. So what? I mean, sure, I’m curious too. But…well, whatever.
RE “True” D&D
You can use most any edition/version of D&D to play an adventure game. They all “work” to one degree or another. And they all have flaws in varying amounts. Some function better and have fewer flaws and are more suitable to long-term (campaign) play, being designed for such. For me, 1E handles this the best and is the easiest path to satisfaction. If you want to take a different road, that’s okay…suit yourself. For my part, I wish I’d gone back to 1E about ten years sooner than I did.
The paladin didn't want his character to die, we rolled stats and getting a paladin was an achievement (he had a 18 (65?) strength as well) plus he leveled him up over probably 45 sessions or so. But the party was getting beat down ( Hawks vs Bills last Sunday style whipping) and by stepping up he probably prevented a TPK. It was not manufactured or planned. Just how the dice rolled that night thus a quotations around the story in my original post.
ReplyDeleteI got the new 5.5 PHB a few weeks ago. It's $50 so less than a bottle of wine or three cocktails, and I was curious. It is terrible. The art, the rules changes, the tone. Everything about it is worse than 5e. Specially everything is more magical, less realistic and more story game focused. I'm sure im going to be disappointed by the DMG that come out soon, but I'm still going to get it.
"Less than a bottle of wine?!" Man, I don't know about you, but I try to keep my wine bottles to $10 or thereabouts.
DeleteThe 'Hawks game was an embarrassment. We left early (with about 10 minutes remaining in the 4th quarter)...only the second time in my life I remember doing that. Just a crap-show on both sides of the ball.
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This is a really good article. I am going to send it to my players. I've had trouble understanding how storygaming fits with adventure gaming. The conclusion that I take from your article (which may not be exactly your argument) is that storygaming is not the same as roleplaying, and roleplaying can exist alongside adventure gaming.
ReplyDeleteMy own experience has seen storygaming and roleplaying crop up in three main ways in my campaigns:
1) I try to encourage it when my players come up with elaborate backstory explanations for why their character has a certain skill, piece of knowledge or personal connection. This might be done as an aside at the table, or more often, by email away from the table, so it is detached from the direct play experience. In fact, the other players might not be aware of it. Sometimes I have to reign it in, as a DM, but usually it enriches the world while giving me more hooks to seed adventurers or NPCs.
(I have one player who does this with all his characters, and interestingly, he is also the most tactically-minded in play and his characters lead much of the in-game planning.)
2) I am more neutral when my players assign motive to their characters or choose strategies because their characters would or would not do something. This can add to adventuring motives (my character likes gem-encrusted jewelry or fighting undead) or be more neutral (my character inherently distrusts all hirelings or will only fight with an axe). Players like to give their characters personality.
3) Lastly, I am bemused when my players do something (a la paladin in your example) which truly goes contrary to their survival chance because it seems like fun. However, I generally haven't found this to be driven by storygaming or roleplaying as much as a "what's the worst that can happen" attitude. It's not necessarily a bad thing---for the group---to have one player who is ready to act with a certain recklessness. That character may suffer the bad consequence so that the group can reap the reward or overcome the obstacle. As they say, it takes all kinds.
I enjoy the occasional loose cannon in play: the guy who starts crap with the bugbear chief or pulls the mysterious lever, or charges ahead rather than dither about "formulating a plan." For one thing, these kinds of folks ARE a part of life...buffoonery happens at times. For another, having someone set off the trap sometimes saves/protects the rest of the party. And finally, sometimes fortune really DOES favor the bold, and the aggressive approach IS (or ends up being) the correct approach.
DeleteI also like to apply pressure to keep players in a crucible where they have to think fast and where they sometimes make mistakes or lose their cool or whatever. Again: this, for me, feels more true to life.
HERE's the point of my article: "storygaming" is a particular type of play; specifically, it is play designed to create a story, in the same way as an author (screenwriter, playwright, etc.) would. The object is not to experience the escapist game play of a fantasy game...the game is simply a vehicle to address the premise, hopefully with some rising action, satisfying conclusion, etc. TRUE "storygames" provide rules and mechanics to facilitate this type of play.
D&D (mmmm...with some caveats w.r.t. 2E and 5E) is NOT a "true storygame." That doesn't mean some people aren't trying to use it to tell stories. You can use a hammer to pound a screw into a board, too...but it sure would be easier with a screwdriver. Same idea.
The PROBLEM is, people are led astray as to what D&D is about because of the language used to describe what it does and what it is. "This game lets you tell stories, just like your favorite fantasy novel!" This is (often) misunderstood: you WILL have a "story to tell" that will RESEMBLE a fantasy story. But we're not CREATING a story. That's not the object of play. Don't go into the game believing that's the object of play. It's not!
The character is a vehicle for playing the game: for facing challenges and exploring the game world. When Sally sits down to play Roddy Redbeard the dwarf fighter, she shouldn't be looking at herself as a voice actor in a fantasy anime. Instead, her attitude should be "If I was a dwarf fighter in THIS scenario, what actions would *I* be taking." She is still the essence of Sally. But she's Sally in Roddy's body, in Roddy's world, in Roddy's situation. The object of play is not for Sally to create some imaginary character for a new fantasy novel or television series. NO. The object of play is for Sally to EXPERIENCE ADVENTURE. "Roddy" is her vehicle for this to happen.
Now, if she wants to use a funny voice when she's inhabiting Roddy's body, I'm cool with that. But I really don't care about any "backstory" she wants to imagine for the character; as far as I'm concerned, she had two dwarf parents and (somehow) got fighter training AND enough money to outfit herself with armor and weapons, and That Is It. What is the action at hand? What is going on? What does she want to do? If Roddy is determined to acquire enough gold to build a stronghold and start his own dwarf clan this is SALLY'S CHOICE, so far as I'm concerned (because it IS), not "Roddy's" choice. Roddy is just the vehicle for Sally.
Does that make sense?
Yes, makes sense. I agree that, as a DM, I am generally agnostic on backstory. However, I can give a couple examples where a player's backstory creation bled into world building. I have no grand vision for my world and I consider it as much my players as my own, except that I have the prerogative to overrule anything that my players come up with. Not many players care to get so involved, so some do.
DeleteTwo examples:
1) In my current game, in a vaguely viking setting, a player said they wanted to play a shaman, a human class which was essentially a fighter/druid, except they weren't druids, rather they believed in a (possibly defunct) spiritual/judicial body called The Tribunal. Great! Nothing world- or game-breaking, just a cool bit of make-believe to give this player some more agency over their class and me somewhere to sink some hooks.
2) In my previous campaign, a player developed a cleric of Wee Jas as medieval neoliberal (called, Reagan) who attracted two followers (Thatcher and Friedman). Well, Thatcher and Friedman died and Reagan (my player) felt real bad. The party was broked, but he wrote 10,000 words of "backstory" to explain the Jasian bureaucracy, Reagan's secret role within it and the legalistic argument for why Thatcher and Friedman should be resurrected. (He also sacrificed a very powerful magic item to the goddess.) I decided that Wee Jas would grant the request, but she would change Reagan from a cleric to a magic-user, as she felt his talents were wasted as a cleric. My player didn't like playing a 1st level magic-user (even with all those hp), so he soon after started playing his back-up character most of the time.
More important that the particular resurrection was that this provided me with a template for how gods interact mortals in my world. After that, we had interactions with Llerg and Norebo, both of which were initiated by me and enriched the world. I would not taken that tack if my player hadn't set the course.
I don't see either of those as examples of storygaming, or even "backstory bleeding into world building:"
Delete#1: Your player wanted a new type of character class. You negotiated how this class would function and you worked it into your game world. Not everyone would do that, but that's cool if you do. Especially in long-running campaigns you see this kind of thing. In my youth I had one player choose to play an "archer" from Dragon magazine. I had a different player choose to play a pyrokinetic character (a psionic for whom we developed their own special form of fire powers). I had a third player run a character that was half stormgiant (don't ask). These were not all at the same time! Nor were they reactions to each other ("he gets to play this so why can't I play that?")...over time, these ideas come up and in a long-running campaign you see "interesting weirdness" come up (look at some of the character write-ups in EGG's "Rogues Gallery" supplement).
#2: This is just world building based on character action based on campaign circumstance. That's all part of adventure gaming. Did he need to write 10K words of backstory for you to make that decision? Did you feel obligated to do it because he put so much time and effort in? We love players to be invested in our campaigns...that's great! But we don't want players to "buffalo" us into doing things...that's bad! Now I'm not sure why you decided Reagan's "class-change" was warranted (clearly, he'd been a devout follower of WeeJas, but I suppose she IS some sort of goddess of mages), but it's definitely in the realm of "divine quid pro quo" for a deity to require some sort of sacrifice for a divine favor.
Were the players really "setting the course" in these instances? D&D is not a collaborative affair...but DMs are allowed to draw inspiration from anywhere they choose, including player suggestion. HOWEVER, DMs should always be aware of the possibility of setting 'dangerous precedents,' because allowing oneself to be MANIPULATED by players is a sure way to have your authority undermined...which can (eventually) lead to the end of your campaign. Tread lightly!
I definitely see these as examples of shared world-building. Maybe because I don't have a fleshed out world (world-building is not my jam), I am pretty open to players fleshing it out in a way that makes sense to them.
ReplyDeleteDid I feel obligated to do it because he put so much time and effort into it? Yes, but it was also a highly entertaining read! In game terms, he said his character's piece and I said the deity's. I suppose it is similar to any NPC interaction except on a grander scale. And yes, maybe the enforced quid pro quo was my way of asserting that I was being manipulated!