I am not a huge fan of shared world campaigns in role
playing games. In fact, I am not a huge fan of canon. With the old World of
Darkness setting by White Wolf, there was a lot of canon. I would sit around
the table with people who memorized every page. They hated it when I ran games
in Cleveland and didn’t make Cleveland controlled by the Sabbat. They hated
when I didn’t use the characters and storylines created by White Wolf. As a
player, I was expected to know all these various stories, characters, etc.
I never took part in things such as Living Greyhawk or
Living Forgotten Realms, because they just didn’t seem to suit me. It was like
tournament play for D&D. It was good idea, but I believe it feel flat on
execution. That is my personal opinion, though. Obviously, it didn’t do too
badly, as they were were around for years.
Now, my problem was never with the actual content. In fact,
some of the things I read over the years were very good. They showed tremendous
talent and writers’ love for the games often showed through their writing.
My problem with these things were that they took place over
many books. There was a significant investment of capital required. The other
problem was how these stories laid everything out for you. The DM or GM had a
few options, which meant characters had a few options, but people who wanted to
stay true to the story were quite limited in what they could do. For someone in
a World of Darkness game for example, demolishing the Mall of America might not
work if a later supplement required Mall of America as one of the settings.
Now, some people would change the setting, say the mall was rebuilt or
otherwise work around it. Other—and a number of them—want to stay strictly by
the book.
Now, here I am reading a new role playing game book with
LOTS of setting material. That would be the Numenera RPG, which should come as
no surprise to those of you who have read my recent blog posts. +Monte Cook has
done an awesome job is laying out a world for us to explore in a wide variety
of ways. He plans on doing a lot more with it, too. The discussion or organized
play has come up, but the team indicates it is a long way off from doing this.
From a recent G+ Hangout, where we talked about Numenera, an
idea I had come up with some time ago regarding shared worlds and organized
play came back to me.
What about a setting, supported by the publisher, but
directed by the fans? I believe this is something the new Shadowrun is supposed
to do—where actions players take through organized play and the company website
will have an effect on the progressing game world.
I could totally see organized play where everyone is given
the same adventure to start with. The plot hook style games with a general
outline provided in the way that Monte Cook does are excellent for this. Then,
game reports are sent back to the publisher. Let the fans vote on the ways the
stories player out and how they ended. What did they find the best or coolest?
Then, base the next adventure off of those votes. These can be strung together
in a story by publishing company and be supported as official canon.
Of course, there are some logistical concerns to this,
especially if you are working with different players with different characters,
etc. However, as a basic idea, it sounds kind of neat. This is the sort of
interaction I believe should exist between gaming companies and the fans today.
It provides the transparency consumers are demanding in so many markets. And
fans obviously want to be involved. That explains the activity on blogs,
forums, online communities, etc. It also helps to explain the success of
Kickstarter as a publishing platform.
Shared worlds are great. They can be extremely fun and
surprising. However, if it is just reciting and following canon, how fun is it
really?
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