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20
Apr/2008

My World Is Your World

When I started playing 28 years ago, my group kind of naturally gravitated to a concept that we didn't even know WAS a concept at the time; A Shared Game World. From what I have heard later, most GMs developed and ran a world of their own, that was exclusively their own, or they utilized a published game world. If they were running a published world, it was no big thing for one of the other players to decide they wanted to run, and just start an adventure in that published world, using characters that had been developed in someone elses game.

If you were running your own unique world, the idea of handing over control of it to someone else so they could run their own game was difficult, to say the least. My group came to this arrangement naturally. We were friends before gaming, and we trusted each other. Tunnels & Trolls was the game we started with, and at the time, while we knew of Trollworld and the continent of Ralph, there was really no material other than solos that we could use for games. So we designed our own. This proved to be an ideal arrangement for cooperation. We all had ideas about what we wanted to be in our world, and because we were friends we tried to see each other's point of view and accomodate each other's needs.

There really weren't any control issues, in part, I think, because we were all new, and none of us had any more experience than any other. We set up a general geography, and assigned areas of responsibility. Then each of us created our own dungeons. There was a very general shared mythology, which grew through play, incorporating the deeds of many of our characters. It was a very satisfying gestalt. After many years most of that group has given up gaming, or moved on to other games. I admit that I have also played many, many games in that time. But that first campaign remains my favorite. 

Tags: Campaign Shared T&t

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Viewing 1 - 3 out of 3 Comments

04/20/2008 23:18:36
Fenriswulf-We didn't exactly have a science/fantasy campaign, but early on the idea of homemade kindred crept into the game. A good deal of these kindred came from Star Wars, at least one from Larry Niven, and one from the Kitty's Fairy Tale issue of X-men. What developed was the idea that our game planet represented a astro-navigation hazard, pulling passing ships from orbit and causing them to crash. The survivors then "went native", with very little retention of their original culture. It made for some odd parties, and a Wookie eventually became king of all the land.


04/20/2008 22:18:58
That is the exact same experience I had with the exact same game. That is really kinda freaky... maybe T&T lends itself well to that sort of thing?  Anyway, everyone in the group GM'd and everyone in the group played, and we all played in the same world with the same characters, and we'd even intersect storylines when it made sense to do so.

It is without question that my earliest days with T&T were my very favorite and best... we ran a Science-Fantasy campaign in a medieval setting... man, those were the greatest games.....


04/20/2008 18:30:48

This form of colaborative design and control can be really fun, but it really works best at the ground floor. Handing over control of your world to somebody else is like giving up children. You worry and fus and you watch everything doen with it with much more scrutiny than it really does warrant.


 


In my current pulp game, I am letting the players give me input on what they would like to see, helping me shape the world into something they will enjoy. Because of this, the game is much more enjoyable and all the players involved feel like they are part of it.


 


One last note, when running people through your own world, there is no published material. This can make it tricky to get players into the world because they really have nothing to reference.


 


-Eli




Posted On: 09/17/2008 22:56:36
Posted On: 04/20/2008 18:05:18


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