this post was submitted on 05 Oct 2026
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I play PbtA games, and those specifically tell you not to do too much work beforehand and "play to find out". As you say, I start with a few core ideas and touchstones. Then, when the players ask a question about the world, I often turn it around on them and say "you tell me. What do you think?" Sometimes I'll make them roll, sometimes not, but I'll always incorporate at least some and often all of what they give me. This gives the players more buy-in, I'm not just reading my bullshit to them; and also gives me a lot more jumping off points for later stuff. Way less work for me, players feel a sense of authorship, win-win imo.
For me, as a GM, this can easily mean more stress since I now need to incorporate player ideas into the setting which might not mesh with my own plans.
The point of pbta games is not to plan insomuch as to define what is currently true in the world and let that evolve as the players (dm included) play.