Collaborative Worldbuilding Part 2: Managing Setting Tone in Wide Open Faction Creation
After my last post on collaborative worldbuilding and faction making with your players, Seed of Worlds asked me to share more about how I managed the tone of the setting and enforced the guard-rails on wide open faction creation and to speak a bit about the process and how the players reacted. Recap: My Steps for Collaborative World Building Create a basic tone, rating for the campaign Identify roles that each players wants to play (Spelljammer has ship roles but I feel like you could do this in a non-ship based game like "Face", "Tank" "Silent Warrior" "DPS" whatever language works for you). Each player came up with a character based on that concept and the type of group/faction they might belong to. This could be as small as a clan or as big as a religion or royal dynasty. This is where the GM sets guard rails most. If you have strong feelings about factions you should be clear about what level of faction they can make re: size/influence. M