On Tue, 31 Jan 2006, Tim Hall wrote:
> There seem to be two rival schools of thought. One, exemplified by Bill
> Stoddard on Pyramid Online, states that the GM 'owns' the setting in the
> same way as the players own their characters. The world may have a lot
> of hidden secrets behind the scenes, only parts of which the players are
> aware of.
I'm pretty much right there. Many of my games are about deep secrets.
This isn't to say that I don't riff off of player ideas and idle
comments... I do it often. I like players to be creative with their
backgrounds, but in the end, I'll nix a background element if it
clashes with something important I've already planned out.
What I'm finding is that I'd like to have someone outside of my game
to bounce ideas off of. Karen's my best collaborator, but when she's
playing in the game, I can't "reveal all". But asking someone to
invest in the game without actually playing in it seems... awkward.
--
Carl D Cravens (raven@phoenyx.net) Gamers List Owner
[ Fudge Factor Webzine -- http://www.fudgefactor.org/ ]
BASIC programmers never die, they GOSUB without RETURN.
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