Post by gholkan on Dec 31, 2016 5:50:31 GMT
1. What was the most successful use of player influenced storytelling that you have experienced?
In my current 5e campaign, I started with broad strokes for the world, then began working out details based on player decisions and backstory. When I realized the only real magic user in the campaign was a Druid, I decided that there aren't really any other magic users running around (at least not in the open), I inserted some villains based on character backgrounds, and fleshed out the area map based on character back stories. This makes the players feel more invested in the experience.
2. What was the least successful use of player influenced storytelling that you have experienced?
I can think of a few situations here, and most of them boil down to a lack of structure or parameters. I was playing in a Star Hero game and the GM told us all to build whatever we wanted. I tried to pump him for some more info, but was repeatedly told that I could build whatever I wanted. So I did. And it turned out that when the game got rolling, none of the characters in play were what the GM had in mind.
3. What is an example scenario other DMs could use to promote player influenced storytelling?
Collaboration often leads to gold. Giving the players a short questionnaire that asks pointed questions about their characters (backstory, enemies, fears, family, etc.) gives the GM a lot to work with. Also, instead of just taking their notes as written in stone, ask at the beginning if you run across any problems if subtle changes to their character's backstory might be acceptable to them. Take an active interest in shaping the campaign without running roughshod over the players. If something is dear to a player, let them have it so long as it won't make everyone else miserable.
4. What are the untouchables in your campaign that the players can't influence?
This is a two-part answer. 1) at the outset, some things just need to be settled. Too much being up in the air, I personally find, causes a lack of focus. For example, in my current 5e campaign, I decided that the PCs would all be halflings. The world they inhabit has a limited number of sentient creatures (of which the players are aware): halflings, kobolds, bullywugs, and kenku. There are no humans wandering about, no elves in the woods, and no dwarven mountain fortresses. This meant I had to work with a couple of players to smooth out their character backstories. 2) as the campaign progresses, the things the PCs can influence grows. If the campaign goes on long enough, then I feel like the PCs could eventually meddle in the affairs of the gods, reshape continents, etc. But that would be at a ridiculously epic level. More likely, the PCs would eventually be able to overthrow governments, end wars, start wars, create nation states, etc. Really though, the way I like to run it is a function of character level, decisions made in the campaign, player goals, influence in game, and patience. YMMV.
In my current 5e campaign, I started with broad strokes for the world, then began working out details based on player decisions and backstory. When I realized the only real magic user in the campaign was a Druid, I decided that there aren't really any other magic users running around (at least not in the open), I inserted some villains based on character backgrounds, and fleshed out the area map based on character back stories. This makes the players feel more invested in the experience.
2. What was the least successful use of player influenced storytelling that you have experienced?
I can think of a few situations here, and most of them boil down to a lack of structure or parameters. I was playing in a Star Hero game and the GM told us all to build whatever we wanted. I tried to pump him for some more info, but was repeatedly told that I could build whatever I wanted. So I did. And it turned out that when the game got rolling, none of the characters in play were what the GM had in mind.
3. What is an example scenario other DMs could use to promote player influenced storytelling?
Collaboration often leads to gold. Giving the players a short questionnaire that asks pointed questions about their characters (backstory, enemies, fears, family, etc.) gives the GM a lot to work with. Also, instead of just taking their notes as written in stone, ask at the beginning if you run across any problems if subtle changes to their character's backstory might be acceptable to them. Take an active interest in shaping the campaign without running roughshod over the players. If something is dear to a player, let them have it so long as it won't make everyone else miserable.
4. What are the untouchables in your campaign that the players can't influence?
This is a two-part answer. 1) at the outset, some things just need to be settled. Too much being up in the air, I personally find, causes a lack of focus. For example, in my current 5e campaign, I decided that the PCs would all be halflings. The world they inhabit has a limited number of sentient creatures (of which the players are aware): halflings, kobolds, bullywugs, and kenku. There are no humans wandering about, no elves in the woods, and no dwarven mountain fortresses. This meant I had to work with a couple of players to smooth out their character backstories. 2) as the campaign progresses, the things the PCs can influence grows. If the campaign goes on long enough, then I feel like the PCs could eventually meddle in the affairs of the gods, reshape continents, etc. But that would be at a ridiculously epic level. More likely, the PCs would eventually be able to overthrow governments, end wars, start wars, create nation states, etc. Really though, the way I like to run it is a function of character level, decisions made in the campaign, player goals, influence in game, and patience. YMMV.