Another question I sometimes come up with: where’re boundaries of MC’s ‘setting injection’? (That is more or less general *W question, but still)
Players playing X are supposed to be the ones with main knowledge about X, but is there any place for MC to inject their ‘theme’ and basis of the game, and if so – to what extent? If you see this as ‘each game group makes their choice’ – please, at least give your personal view.
Examples:
– I want to state a couple of key Fae NPCs into the picture, and one of the players plays Fae – can I use my ideas at all, should I mould them to what player chooses to describe as ‘what your fae court politics are like?’ or can I just inject it as ‘So, John, you want to play Fae. Main setup for the Fae court is like this: … Where you sit in such picture?’
Should I also first hear other PCs about their relationships with the Wyld? I assume when there’re no players for Fae I have somewhat more freedom with this.
– I want, say, have daemons to be somewhat different (for example, inject setting element from nWoD Daemon, where demons and angels are ‘cogs in the machine’). Can I do that only if no player wants to play Tainted, or do I set this as base for Tainted player, or I should never try to do that because players are creating setting, not me?
– I want to introduce new type of creatures into the story, which I view as belonging to a Fraction (let’s say Night). Can I do that? (or it is assumed that only players can do that) If so, does everyone else in the Night faction have to know that those creatures exist and how they operate?
I feel that there is a sliding scale, on which at one end MC gets to be the usual mostly all-knowing GM, and on other end MC has very little chance to actually affect how world works.