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	<title>Comments on: Whose Campaign Is It, Anyway?</title>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-10-16</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7714</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-10-16</dc:creator>
		<pubDate>Fri, 16 Oct 2009 22:46:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7714</guid>
		<description>[...] Whose Campaign Is It, Anyway? This post from Martin Ralya briefly touches on the concept of who &#8220;owns&#8221; the campaign? Is it the players? the group? the GM? I&#8217;m of the opinion that it&#8217;s the GM&#8217;s campaign since he puts in the most work, but it&#8217;s something to share and enjoy with other people. If a GM wants a story that no one else can impact, then he should write a book, not run a campaign. [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7714&#039;,&#039;Ravenous Role Playing &raquo; Blog Archive &raquo; Friday Five: 2009-10-16&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Whose Campaign Is It, Anyway? This post from Martin Ralya briefly touches on the concept of who &#8220;owns&#8221; the campaign? Is it the players? the group? the GM? I&#8217;m of the opinion that it&#8217;s the GM&#8217;s campaign since he puts in the most work, but it&#8217;s something to share and enjoy with other people. If a GM wants a story that no one else can impact, then he should write a book, not run a campaign. [...]
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		<title>By: HVL</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7696</link>
		<dc:creator>HVL</dc:creator>
		<pubDate>Thu, 15 Oct 2009 15:16:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7696</guid>
		<description>One of the things I do while DMing is assign periods of &#039;downtime&#039; into the campaign structure these can be periods of time that (in game world) are years or months that nothing to move &#039;my plot&#039; forward happens in these spaces I ask players to tell me what they&#039;ll be doing. Thus they write parts of the campaign themselves by giving me a new idea to write stuff that coming up so for example, coming up on our next downtime, on of the characters want to go and find a place to train herself in fighting, another is recording a CD album and a third is going to go and see his parents. I&#039;ll take these dieas and run with them, creating a little half our solo scene that can be played out with a break in the middle section so can cut to the others. It  really allows the players to build a deeper universe.
Take the fourth player, for example. About a session or so back an NPC ally briefly mentioned who his father was and what he did. I put this in to add depth to the NPC, mainly but the player has decided that the trouble his character is now having might be a little easier if he seeks help from the NPC&#039;s father. So he&#039;s going to seke out the father and ask advice. This forces me to do somthing I&#039;d never considered doing, which is creating the father as a fully rounded NPC rather than a footnote. He might even become a sort of surrogate father to the PC that seeks him out if things work out properly.
I think sometimes a DM prepared to surrender a bit of his own mind to designing what the players actually want to do will find he&#039;s enjoying them adding bits to the world he&#039;s designed. It&#039;s such a rare joy to be suprised when DMing, epsecially when it&#039;s by the world itself.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7696&#039;,&#039;HVL&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>One of the things I do while DMing is assign periods of &#8216;downtime&#8217; into the campaign structure these can be periods of time that (in game world) are years or months that nothing to move &#8216;my plot&#8217; forward happens in these spaces I ask players to tell me what they&#8217;ll be doing. Thus they write parts of the campaign themselves by giving me a new idea to write stuff that coming up so for example, coming up on our next downtime, on of the characters want to go and find a place to train herself in fighting, another is recording a CD album and a third is going to go and see his parents. I&#8217;ll take these dieas and run with them, creating a little half our solo scene that can be played out with a break in the middle section so can cut to the others. It  really allows the players to build a deeper universe.<br />
Take the fourth player, for example. About a session or so back an NPC ally briefly mentioned who his father was and what he did. I put this in to add depth to the NPC, mainly but the player has decided that the trouble his character is now having might be a little easier if he seeks help from the NPC&#8217;s father. So he&#8217;s going to seke out the father and ask advice. This forces me to do somthing I&#8217;d never considered doing, which is creating the father as a fully rounded NPC rather than a footnote. He might even become a sort of surrogate father to the PC that seeks him out if things work out properly.<br />
I think sometimes a DM prepared to surrender a bit of his own mind to designing what the players actually want to do will find he&#8217;s enjoying them adding bits to the world he&#8217;s designed. It&#8217;s such a rare joy to be suprised when DMing, epsecially when it&#8217;s by the world itself.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7692</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Wed, 14 Oct 2009 23:40:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7692</guid>
		<description>Goddamn dirty hippies! ;-)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7692&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Goddamn dirty hippies! <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7691</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Wed, 14 Oct 2009 18:51:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7691</guid>
		<description>&lt;a href=&#039;#comment-7690&#039; rel=&quot;nofollow&quot;&gt;@Kurt &quot;Telas&quot; Schneider&lt;/a&gt; - Well you should always tell hippies to get their hands off your campagin.  They&#039;re dirty and it&#039;s only right and proper. ;)

On a more serious note you make a fairly good point, if your super possessive of the game then it may become a problem.  Personally I&#039;ve never had the experience of a DM who was that possessive over the game.  Something I&#039;m rather happy with.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7691&#039;,&#039;Tyson J. Hayes&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7690' rel="nofollow">@Kurt &#8220;Telas&#8221; Schneider</a> &#8211; Well you should always tell hippies to get their hands off your campagin.  They&#8217;re dirty and it&#8217;s only right and proper. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>On a more serious note you make a fairly good point, if your super possessive of the game then it may become a problem.  Personally I&#8217;ve never had the experience of a DM who was that possessive over the game.  Something I&#8217;m rather happy with.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7690</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 14 Oct 2009 18:43:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7690</guid>
		<description>It&#039;s just starting up, so it&#039;s definitely my campaign and my setting right now.  ;)

Seriously, I think the actual words matter &lt;i&gt;only when they matter&lt;/i&gt;.  

In other words, if I refer to &#039;my campaign&#039; in order to differentiate it from the campaign I play in, then it doesn&#039;t matter.  

But if I tell my players to take their hippie-gamer narrative hands off &lt;b&gt;my&lt;/b&gt; campaign, then it matters.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7690&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It&#8217;s just starting up, so it&#8217;s definitely my campaign and my setting right now.  <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Seriously, I think the actual words matter <i>only when they matter</i>.  </p>
<p>In other words, if I refer to &#8216;my campaign&#8217; in order to differentiate it from the campaign I play in, then it doesn&#8217;t matter.  </p>
<p>But if I tell my players to take their hippie-gamer narrative hands off <b>my</b> campaign, then it matters.
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7688</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Wed, 14 Oct 2009 17:30:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7688</guid>
		<description>&lt;a href=&#039;#comment-7686&#039; rel=&quot;nofollow&quot;&gt;@LordVreeg&lt;/a&gt; - Hey I&#039;m just happy you replied. :D

Thanks for the information, I think I may use this for my next campaign.  I think even using a pre-built world my players and I add enough to warrant a wiki or something to keep our adventure log and campagin notes in.

Thanks for the idea.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7688&#039;,&#039;Tyson J. Hayes&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7686' rel="nofollow">@LordVreeg</a> &#8211; Hey I&#8217;m just happy you replied. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Thanks for the information, I think I may use this for my next campaign.  I think even using a pre-built world my players and I add enough to warrant a wiki or something to keep our adventure log and campagin notes in.</p>
<p>Thanks for the idea.
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		<title>By: Zig</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7687</link>
		<dc:creator>Zig</dc:creator>
		<pubDate>Wed, 14 Oct 2009 16:50:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7687</guid>
		<description>&lt;a href=&#039;#comment-7686&#039; rel=&quot;nofollow&quot;&gt;@LordVreeg&lt;/a&gt; - Thanks for all the information. Much appreciated!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7687&#039;,&#039;Zig&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7686' rel="nofollow">@LordVreeg</a> &#8211; Thanks for all the information. Much appreciated!
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		<title>By: LordVreeg</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7686</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Wed, 14 Oct 2009 16:39:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7686</guid>
		<description>Tyson, Zig, and Martin, 

Sorry, ran online game last tnight and had consults all morning today.  

Currently, there are 11 players able to edit the Celtricia wiki.  One of the nice things about the wiki format is you can set things up to be approved and every change by a player at least goes by my desk.

Some of them help heavily with rule organizing, or pushing me to complete certain parts of the rule or setting.  Brian, the PC who plays Varconavitch, recently rewrote part of the frontpage prose since it dealt with one of his older characters.
Players also sometimes go through periods of great productivity, or adding notes into the play groups areas.

Now, let me tell you the big issue.  Though you can lock certain pages (and I do), both in terms of viewing and in terms of editing, you have to trust the players not to metagame.  
http://celtricia.pbworks.com/Venolvian-Empire
this page is a historical page, and the information herein is known in completeness by only a few, and by no player.  So I have to deal with this, though the Players so far have not caused any issues here.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7686&#039;,&#039;LordVreeg&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Tyson, Zig, and Martin, </p>
<p>Sorry, ran online game last tnight and had consults all morning today.  </p>
<p>Currently, there are 11 players able to edit the Celtricia wiki.  One of the nice things about the wiki format is you can set things up to be approved and every change by a player at least goes by my desk.</p>
<p>Some of them help heavily with rule organizing, or pushing me to complete certain parts of the rule or setting.  Brian, the PC who plays Varconavitch, recently rewrote part of the frontpage prose since it dealt with one of his older characters.<br />
Players also sometimes go through periods of great productivity, or adding notes into the play groups areas.</p>
<p>Now, let me tell you the big issue.  Though you can lock certain pages (and I do), both in terms of viewing and in terms of editing, you have to trust the players not to metagame.<br />
<a href="http://celtricia.pbworks.com/Venolvian-Empire" rel="nofollow">http://celtricia.pbworks.com/Venolvian-Empire</a><br />
this page is a historical page, and the information herein is known in completeness by only a few, and by no player.  So I have to deal with this, though the Players so far have not caused any issues here.
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		<title>By: Zenith034</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7679</link>
		<dc:creator>Zenith034</dc:creator>
		<pubDate>Wed, 14 Oct 2009 15:44:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7679</guid>
		<description>I suppose this is a trap I&#039;ve fallen into before... but I think my main issue is that I can never get the feedback I&#039;m looking for from my players. I want to do what they want, but they never give any hints or tell me what it is that they want...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7679&#039;,&#039;Zenith034&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I suppose this is a trap I&#8217;ve fallen into before&#8230; but I think my main issue is that I can never get the feedback I&#8217;m looking for from my players. I want to do what they want, but they never give any hints or tell me what it is that they want&#8230;
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		<title>By: Lunatyk</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7672</link>
		<dc:creator>Lunatyk</dc:creator>
		<pubDate>Wed, 14 Oct 2009 06:11:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7672</guid>
		<description>I always think of a campaign as group work... and I tell the players that I&#039;m having as much fun running this game because of them as they have because of me running it...

and when referring to games, I learned not to say &quot;my game&quot; instead I either use the name of the campaign or just say &quot;in a campaign I ran&quot;...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7672&#039;,&#039;Lunatyk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I always think of a campaign as group work&#8230; and I tell the players that I&#8217;m having as much fun running this game because of them as they have because of me running it&#8230;</p>
<p>and when referring to games, I learned not to say &#8220;my game&#8221; instead I either use the name of the campaign or just say &#8220;in a campaign I ran&#8221;&#8230;
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7671</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Wed, 14 Oct 2009 03:06:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7671</guid>
		<description>&lt;a href=&#039;#comment-7657&#039; rel=&quot;nofollow&quot;&gt;@DNAphil&lt;/a&gt; - I really like this take on things, Phil. Why not treat different aspects of the campaign differently? Viewing the nuts and bolts as yours and the magic as everyone&#039;s is a great perspective.

&lt;a href=&#039;#comment-7660&#039; rel=&quot;nofollow&quot;&gt;@LesInk&lt;/a&gt; - Very good point! I too tend to have a strong hook when I try to get my players to buy into a game; ditto for the other GMs in my group. As a starting point, that definitely speaks to ownership.

&lt;a href=&#039;#comment-7662&#039; rel=&quot;nofollow&quot;&gt;@LordVreeg&lt;/a&gt; - I also like this take on things quite a bit -- three parts makes sense, and I can map your perspective to my own experiences well. Good call!

&lt;a href=&#039;#comment-7667&#039; rel=&quot;nofollow&quot;&gt;@shinma&lt;/a&gt; - It&#039;s been ages since I read that article, but I remember finding it interesting. Looking back over it now (&lt;a href=&quot;http://ptgptb.org/0027/theory101-02.html&quot; rel=&quot;nofollow&quot;&gt;link for the curious&lt;/a&gt;) I&#039;m reminded that it doesn&#039;t map terribly well to my own experiences, though I do like thinking about the core concept.

If I had to pigeonhole myself as GM using those four game types, my approach would be a mix of trailblazing and bass playing -- though again, I think it&#039;s an imperfect model.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7671&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7657' rel="nofollow">@DNAphil</a> &#8211; I really like this take on things, Phil. Why not treat different aspects of the campaign differently? Viewing the nuts and bolts as yours and the magic as everyone&#8217;s is a great perspective.</p>
<p><a href='#comment-7660' rel="nofollow">@LesInk</a> &#8211; Very good point! I too tend to have a strong hook when I try to get my players to buy into a game; ditto for the other GMs in my group. As a starting point, that definitely speaks to ownership.</p>
<p><a href='#comment-7662' rel="nofollow">@LordVreeg</a> &#8211; I also like this take on things quite a bit &#8212; three parts makes sense, and I can map your perspective to my own experiences well. Good call!</p>
<p><a href='#comment-7667' rel="nofollow">@shinma</a> &#8211; It&#8217;s been ages since I read that article, but I remember finding it interesting. Looking back over it now (<a href="http://ptgptb.org/0027/theory101-02.html" rel="nofollow">link for the curious</a>) I&#8217;m reminded that it doesn&#8217;t map terribly well to my own experiences, though I do like thinking about the core concept.</p>
<p>If I had to pigeonhole myself as GM using those four game types, my approach would be a mix of trailblazing and bass playing &#8212; though again, I think it&#8217;s an imperfect model.
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		<title>By: Airk</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7669</link>
		<dc:creator>Airk</dc:creator>
		<pubDate>Tue, 13 Oct 2009 21:13:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7669</guid>
		<description>My situation is a liiittle special since I also wrote the system, so it pretty much _is_ &quot;my game&quot;.  That said, it&#039;s still the only way that _works_ as a descriptor, because when you have a relatively closed gaming group the way I do, often with several games running at once, you really need some way to easily identify the game.  While sometimes just identifying it by system (&quot;The Vampire game&quot;) more often than not you find that &quot;&#039;s game&quot; is much easier than &quot;The D20 game with the Elladrin that always argue, no, no the other one! Without the dwarf!&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7669&#039;,&#039;Airk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>My situation is a liiittle special since I also wrote the system, so it pretty much _is_ &#8220;my game&#8221;.  That said, it&#8217;s still the only way that _works_ as a descriptor, because when you have a relatively closed gaming group the way I do, often with several games running at once, you really need some way to easily identify the game.  While sometimes just identifying it by system (&#8220;The Vampire game&#8221;) more often than not you find that &#8220;&#8216;s game&#8221; is much easier than &#8220;The D20 game with the Elladrin that always argue, no, no the other one! Without the dwarf!&#8221;
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		<title>By: DarknessLord</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7668</link>
		<dc:creator>DarknessLord</dc:creator>
		<pubDate>Tue, 13 Oct 2009 21:12:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7668</guid>
		<description>I actually refer to the campaign I run by it&#039;s name (IE No, I can&#039;t do Saturday Cliffhangers might be meeting that day [which shows how great at organizing people I am]), however that may just be because I lucked into a name (my players like to push people off cliffs), and in general, my group calls it &#039;s Campaign with the Cliffhangers being an exception.

But I like the name, it gives a group possessive without the confusion &quot;our&quot; can bring about.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7668&#039;,&#039;DarknessLord&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I actually refer to the campaign I run by it&#8217;s name (IE No, I can&#8217;t do Saturday Cliffhangers might be meeting that day [which shows how great at organizing people I am]), however that may just be because I lucked into a name (my players like to push people off cliffs), and in general, my group calls it &#8216;s Campaign with the Cliffhangers being an exception.</p>
<p>But I like the name, it gives a group possessive without the confusion &#8220;our&#8221; can bring about.
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		<title>By: shinma</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7667</link>
		<dc:creator>shinma</dc:creator>
		<pubDate>Tue, 13 Oct 2009 19:45:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7667</guid>
		<description>You&#039;re essentially bringing up the point Ron Edwards wrote an essay about that he labeled &#039;The Great Impossible thing Before Breakfast&#039;.  Essentially its the dilemma where the storyteller (narrator, gm, judicator etc.) writes the world, but the main characters in that world are outside his control.  This leads into the discussion of storytelling styles and how the resolution of these styles answers the above question.

M. Joseph Young wrote a great essay (http://ptgptb.org/0027/theory101-02.html) attempting to answer the possible avenues of resolving this paradox and I believe this perception of game and players and world sharing is also intrinsically enmeshed with the point you&#039;re bringing up here.

I think it would be interesting to write an article or correlate your GMing style to how you think of it.  I tend to think of (quoty fingers) &quot;my game&quot; as &#039;the game I&#039;m running&#039;.  But then I&#039;m a bass player style GM at heart ^_~.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7667&#039;,&#039;shinma&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>You&#8217;re essentially bringing up the point Ron Edwards wrote an essay about that he labeled &#8216;The Great Impossible thing Before Breakfast&#8217;.  Essentially its the dilemma where the storyteller (narrator, gm, judicator etc.) writes the world, but the main characters in that world are outside his control.  This leads into the discussion of storytelling styles and how the resolution of these styles answers the above question.</p>
<p>M. Joseph Young wrote a great essay (<a href="http://ptgptb.org/0027/theory101-02.html" rel="nofollow">http://ptgptb.org/0027/theory101-02.html</a>) attempting to answer the possible avenues of resolving this paradox and I believe this perception of game and players and world sharing is also intrinsically enmeshed with the point you&#8217;re bringing up here.</p>
<p>I think it would be interesting to write an article or correlate your GMing style to how you think of it.  I tend to think of (quoty fingers) &#8220;my game&#8221; as &#8216;the game I&#8217;m running&#8217;.  But then I&#8217;m a bass player style GM at heart ^_~.
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.gnomestew.com/gming-advice/whose-campaign-is-it-anyway/comment-page-1#comment-7666</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Tue, 13 Oct 2009 19:16:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4921#comment-7666</guid>
		<description>&lt;a href=&#039;#comment-7662&#039; rel=&quot;nofollow&quot;&gt;@LordVreeg&lt;/a&gt; - I&#039;m with &lt;a href=&#039;#comment-7664&#039; rel=&quot;nofollow&quot;&gt;@Zig&lt;/a&gt; on the wiki idea.  How does that work for you, do you just put all the campaign notes into the wiki as well as npc ideas and contacts that they have made?

How do your players contribute?  Do they flesh out areas that just their characters been or do they try to add on ideas on top of what you&#039;ve already created?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7666&#039;,&#039;Tyson J. Hayes&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7662' rel="nofollow">@LordVreeg</a> &#8211; I&#8217;m with <a href='#comment-7664' rel="nofollow">@Zig</a> on the wiki idea.  How does that work for you, do you just put all the campaign notes into the wiki as well as npc ideas and contacts that they have made?</p>
<p>How do your players contribute?  Do they flesh out areas that just their characters been or do they try to add on ideas on top of what you&#8217;ve already created?
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