Todd Crapper comments on Changing the Setting
My comments on this episode are almost the same as for “Episode 342 – How The GM Can Say No And Still Make Friends.” Therefore, if you’re going to read this one on air, you’ll have to do it twice.
Finding that right balance of blocking players with an outright no (or a no, but…) and adjusting existing settings involves the same technique for me. It’s one I developed for my game, ScreenPlay, that involves the use of “initiatives” presented at the table during play. Basically, whatever is presented in game about the game and its setting remains within control of the player who initiated it in the game. So once a player states a fact about this world, it’s valid unless it contradicts an initiative already placed into the game. But that initiating player has final say to accept the change if they like this change. Of course, this includes the GM.
For example, Brett comes up with an idea that all paladins have tattoos as a symbol of their permanent faith to the gods. Then Sean later describes a paladin who doesn’t have any tattoos. As that goes against Brett’s initiative of inked holy warriors, I (their illustrious and noble GM of the ages) can say, “No! Paladins look like bikers in the world. Tat that pal up, buddy!”
BUT… it also provides room for Brett to say, “Hold on, why don’t they have a tattoo?” And Sean can answer with a quick tale of how this paladin changed their deity after finding out their last god was actually Hydra, goddess of serpents and deception, and so they had their tattoos removed. Brett says, “Holy shit, Sean, you magnificent bastard, I love it! Let’s do it.” And now these two finally have something they can share as they glance at each other lovingly across the table.
As the GM, that means it’s my job to introduce the setting and its core possibilities, establish any Lines & Veils we want, and anything else fundamental to this game. In short, you’ve got to nail down the key initiatives in an elevator pitch and across Session 0. For some settings, I have stipulated that anything in the core rulebook is locked in stone, but my personal preference in play and by design is to allow everyone to pitch in to make this world their own. (As per my parallel dimension theory of campaign settings.) This approach allows me to enforce what I need to enforce in the game and provides me that opportunity to give a hard “no” without being a dick about it. It also allows me to adjust our safety tools in play and encourage all players to take ownership of their part of the world.
It’s a technique that’s worked out well over the years and helps encourage creative input in a writer’s table game or help convert a “GM-controls-the-world” game to something more collaborative.