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[survey] What do you look for first in a setting?

Started by limetom, November 30, 2008, 06:23:41 PM

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limetom

It seems I never answered my own question.  I had thought I did...

Well, I don't really tend to look for any one thing over another.  What I really like to see is interesting, novel, or re-imagined concepts.  Some kind of hook to draw me in.

Elemental_Elf

Quote from: limetomIt seems I never answered my own question.  I had thought I did...

Well, I don't really tend to look for any one thing over another.  What I really like to see is interesting, novel, or re-imagined concepts.  Some kind of hook to draw me in.
So something more unique than 'just another Greyhawk?' That makes sense because we can all make Greyhawk but few can create something special.

GrumpyOldFart

Quote from: Elemental_ElfSo you, as a DM, give a story to your players? I do the opposite (well sort of), I prefer to give my players a template on which they can create their own stories. I don't restrict myself to what I want to do, rather I bring forth a world and people in it so that my players can do and see what they want.

Sorry, I phrased that poorly. No, I don't give them a story, they make that up themselves. I'm the one who throws in all the little unlooked for details that give it depth.

[quote1229012138]I don't restrict myself to what I want to do, rather I bring forth a world and people in it so that my players can do and see what they want.[/quote]

Yeah, that.
"To be matter-of-fact about the world is to blunder into fantasy - and dull fantasy at that, as the real world is strange and wonderful." - Robert A. Heinlein

LordVreeg

Quote from: Elemental_Elf
Quote from: GrumpyOldFart
Quote from: Vreeg's Coachwhip.Celtricia for 25 years. (3 of my players have been part of it for the full quarter century)

GMing for 30 years.

PLaying 32 years, starting with melee/wizards-Tunnels and Trolls-original D&D.

And the longer I go, the more I respect the story, and everything else is a vessel for that.

Exactly. I started playing in 1975, started GMing in 1978. And yes, I agree. Give them a story so full, with such depth and realism that they can be "caught up in it", and they'll forgive you anything and everything else.

So you, as a DM, give a story to your players? I do the opposite (well sort of), I prefer to give my players a template on which they can create their own stories. I don't restrict myself to what I want to do, rather I bring forth a world and people in it so that my players can do and see what they want.


Game mechanics, setting, style, goals, plot, the personalities...everything is an ingredient to creating a shared story.  A good game and a good story have all of the same elements.  So when I look at a setting (to bring this bakc around to the issue at hand)  I look at the story it may serve to help create.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Acrimone

I don't know if we can all make Greyhawk... Greyhawk's pretty darn impressive.  Unfortunately it's also a little schizophrenic.  

I look for cultures first, history second, politics third, and geography fourth.  I'm interested in knowing what the people of the world are like more than anything.  Then I want to know what they did and what they are doing.
"All things excellent are as difficult as they are rare."
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