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TimHall
Tim Hall

Tue

Jan 31
2006

21:44Z

Setting ownership?

So we seem to have a consensus that if you don't have player ownership 
of characters, it's not roleplaying.

But what about the game setting?

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.

The other approach is that the entire game world is the collective 
responsibility of the group.  I know of a group that plays exclusively 
that way.  There are no deep gameworld secrets, only things which are 
yet to be defined.  I've heard members of this group declare that you 
should never define *any* aspect of the world in advance, because it 
"limits what might happen in the game".

Of my own games, Kalyr most definitely follows the first approach. 
There are deep secrets which have never been revealed in eight years of 
play (and 5+ years of FtF play before that).

My other game, the space pirate adventure AEF, leans towards the second 
approach.  I inherited the game from another GM who'd quit, and I don't 
feel any sense of proprietorial ownership of the game setting, which 
owes as much to ideas from a couple of the other players as it did to 
the original GM.  If one of the players decides to define some aspect of 
technology or politics that had previously been left vague, I'll most 
likely take their idea and run with it.

What about anyone else's game?

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KarenCravens
Karen Cravens

Tue

Jan 31
2006

22:15Z

Setting ownership?

On Tue, 31 Jan 2006, Tim Hall wrote:

TH>What about anyone else's game?

Mostly, GM ownership.

As a player, I value consistency, and have trouble with the whole 
negotiating thing... I don't care if the GM has actually mapped all the 
world details out, I just want one person in charge of it.  I find it 
annoying and distracting when someone contradicts one of the unspoken or 
half-thought-through assumptions I had been working with.  Cognitive 
dissonance, or something.  Somehow there's a difference between "Oh, I 
assumed something about your world that wasn't right" and "Oh, I was 
half-planning to assert something that you asserted a contradiction to."  
I think I put it something like this earlier:  I'd rather I only had to 
worry about synching my vision to the GM's, rather than to that of two or 
three or seven other people around the table.  More coherent that way.

As a GM, it's somewhat different... I like worldbuilding, but with 
Westwind I had a lot of half-baked stuff that I hadn't really written 
down, and somehow ended up with two gamemasters running games in "my" 
world.  And they were two gamemasters who let their players do a lot of 
background-authoring, on top of that.  Once I decided to adopt a "well, 
why not?" attitude instead of "no, you guessed wrong, it's really..." it 
was okay (I hope I didn't meddle *too* much in their games), but it was a 
definite change of pace.  (It was, of course, PBeM, so there was plenty of 
time to cuss and discuss everything that was being quantified.)

-- 
Karen J. Cravens  silver@phoenyx.net

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RogerBurtonWest
Roger Burton West

Tue

Jan 31
2006

22:18Z

Setting ownership?

On Tue, Jan 31, 2006 at 03:44:18PM -0600, Tim Hall wrote:
>So we seem to have a consensus that if you don't have player ownership 
>of characters, it's not roleplaying.
>
>But what about the game setting?
>
>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.

Unsurprisingly, this is where I tend to live.

I have in the past been involved in some collaborative world-building
exercises, though they didn't go well. Even then, the plan was for each
person to have specific areas of responsibility rather than to allow
free modification of the world.

On the other hand, I'm quite prepared to let people come in and play in
my worlds - in specific areas, and with me as an editor prepared to
throw out anything that doesn't fit (which may be a clash with something
I haven't made public yet). In Tempt Not the Stars, one of the players
came up with the idea for, and wrote up, the Gabrielites - and I gave
them their name, and hit them with a wrench to make them fit with the
Reformed Catholic Church.

On a smaller scale, I'm quite happy to have players who say things like
"is there a rope I can swing on".

>The other approach is that the entire game world is the collective 
>responsibility of the group.  I know of a group that plays exclusively 
>that way.  There are no deep gameworld secrets, only things which are 
>yet to be defined.  I've heard members of this group declare that you 
>should never define *any* aspect of the world in advance, because it 
>"limits what might happen in the game".

As a creator, it's in my interest to document the world in fine detail -
or at least the bits of it that I use (see, erm, practically anything
under tekeli.li). Who keeps things consistent?

R

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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KarenCravens
Karen Cravens

Wed

Feb 1
2006

02:36Z

Setting ownership?

On Tue, 31 Jan 2006, Roger Burton West wrote:

RBW>On a smaller scale, I'm quite happy to have players who say things like
RBW>"is there a rope I can swing on".

This depends on the players... for some players ("I drive the van off the 
cliff!" ... in the middle of a Kansas college campus?) it's best that it 
works that way.

Assuming the obvious speeds things along, of course... so long as you all 
agree on what should be obvious, anyhow.

-- 
Karen J. Cravens  silver@phoenyx.net

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Chuk
Chuk Goodin

Tue

Jan 31
2006

22:39Z

Setting ownership?

On Tue, Jan 31, 2006 at 03:44:18PM -0600, 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.

As usual with binary viewpoints, I do it both ways. The general guideline 
is that the GM designs or 'owns' the world, but the players can have 
input, especially in areas that might not already be well-defined, or have 
special relevance to their character.

-- 
Chuk Goodin		cgoodin@sfu.ca
Alien Light GM		http://www.phoenyx.net/alienlight

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KarenCravens
Karen Cravens

Wed

Feb 1
2006

02:47Z

Setting ownership?

On Tue, 31 Jan 2006, Chuk Goodin wrote:

CG>As usual with binary viewpoints, I do it both ways. The general guideline 
CG>is that the GM designs or 'owns' the world, but the players can have 
CG>input, especially in areas that might not already be well-defined, or have 
CG>special relevance to their character.

Quite.  Carl had us all write up a person and/or place (I forget the exact 
details now) relevant to our character in his supers campaign.  I think 
I'm the only one who did it, and it hasn't shown up in the game yet.  Of 
course, it being modern-day supers, it's not as if it's particularly 
something that affects the world at the design level.  At least, not any 
more than player-characters often already do in that genre when defining 
rivalries and enmities and origin stories and whatnot.

I think I want to swipe Personal Set from PTA, too, or at least the notion 
thereof.  That should probably be player-defined.  I think it goes well in 
the genre.  I'm not sure yet what Fastlane's Set would be, though.  

-- 
Karen J. Cravens  silver@phoenyx.net

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BillHamilton
Bill Hamilton

Wed

Feb 1
2006

02:55Z

Setting ownership?

On Tue, 31 Jan 2006, Karen J. Cravens wrote:
> Quite.  Carl had us all write up a person and/or place (I forget the exact
> details now) relevant to our character in his supers campaign.  I think
> I'm the only one who did it, and it hasn't shown up in the game yet.

Hey, I haven't forgotten about that.  I'm still trying to figure out what 
my character does with his downtime.  ("Downtime?  What's that?")


-Bill Hamilton
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CarlCravens
Carl D Cravens

Wed

Feb 1
2006

03:10Z

Setting ownership?

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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RogerBurtonWest
Roger Burton West

Wed

Feb 1
2006

09:20Z

Setting ownership?

On Tue, Jan 31, 2006 at 09:10:44PM -0600, Carl D Cravens wrote:

>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.

I'm somewhat fortunate in that respect: my girlfriend doesn't role-play,
but does write, and is interested in world- and character-building.

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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KarenCravens
Karen Cravens

Thu

Feb 2
2006

04:30Z

Setting ownership?

On Tue, 31 Jan 2006, Carl D Cravens wrote:

CDC>What I'm finding is that I'd like to have someone outside of my game 
CDC>to bounce ideas off of.  Karen's my best collaborator, but when she's 
CDC>playing in the game, I can't "reveal all".

And... why not?

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Thu

Feb 2
2006

05:06Z

Setting ownership?

On Wed, 1 Feb 2006, Karen J. Cravens wrote:

> CDC>What I'm finding is that I'd like to have someone outside of my game
> CDC>to bounce ideas off of.  Karen's my best collaborator, but when she's
> CDC>playing in the game, I can't "reveal all".
>
> And... why not?

Hrm.  I think it'd spoil things for you.  Do your really want to know 
who the Blood-Red King is, and what Dronick and his chimera are really 
about, and what's really going on with the alien plant invaders now 
that you've destroyed the hive-queen... all before your character 
knows?

And then, how much will it hurt your suspension of disbelief when you 
find out how little _I_ know about the Blood-Red King, or that I 
changed a fundamental aspect of the plant invaders just to make them 
more "4-color" when the spotlight swings back to that plot?  I change 
details on the fly to make them fit the direction the story is 
taking... the "Fire" plot was supposed to be tied to the background of 
Magma, but when Chris switched characters, I realized it tied into his 
new character's background even better.

I tend to think that even the best "firewalling" players lose 
something when they have to play their characters with too much 
knowledge of what's really going on.  I'm not worried about you using 
that information inappropriately, but that it will color your 
experience in a negative way.  I have to agree with James (a fellow 
player from way back), as a player, I don't want to know the secrets 
in advance... I want to experience them in play.

I think that's a big part of GMing for me... watching the players 
unravel the mystery.  I really get a kick out of it when you figure 
out what's going on.  If you know what's going on, you have to fake it 
all and not be "too helpful" to the other players.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [                     Trim Your Quotes!                     ]
ZenCrafters:  Total enlightenment, in about an hour.
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KarenCravens
Karen Cravens

Thu

Feb 2
2006

17:33Z

Setting ownership?

On Wed, 1 Feb 2006, Carl D Cravens wrote:

CDC>Hrm.  I think it'd spoil things for you.  Do your really want to know 
CDC>who the Blood-Red King is, and what Dronick and his chimera are really 
CDC>about, and what's really going on with the alien plant invaders now 
CDC>that you've destroyed the hive-queen... all before your character 
CDC>knows?

Why not?

CDC>And then, how much will it hurt your suspension of disbelief when you 
CDC>find out how little _I_ know about the Blood-Red King, or that I 
CDC>changed a fundamental aspect of the plant invaders just to make them 
CDC>more "4-color" when the spotlight swings back to that plot?  I change 
CDC>details on the fly to make them fit the direction the story is 
CDC>taking... the "Fire" plot was supposed to be tied to the background of 
CDC>Magma, but when Chris switched characters, I realized it tied into his 
CDC>new character's background even better.

Not at all.

CDC>I tend to think that even the best "firewalling" players lose 
CDC>something when they have to play their characters with too much 
CDC>knowledge of what's really going on.  I'm not worried about you using 
CDC>that information inappropriately, but that it will color your 
CDC>experience in a negative way.  I have to agree with James (a fellow 
CDC>player from way back), as a player, I don't want to know the secrets 
CDC>in advance... I want to experience them in play.

Sometimes.

CDC>I think that's a big part of GMing for me... watching the players 
CDC>unravel the mystery.  I really get a kick out of it when you figure 
CDC>out what's going on.  If you know what's going on, you have to fake it 
CDC>all and not be "too helpful" to the other players.

Eh, maybe.  Fastlane's really not about figuring things like that out.

-- 
Karen J. Cravens  silver@phoenyx.net

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