Continuing the discussion from What eurofantasy is about:
@chiquitafajita asked about what collaborative creation might look like in the OSR, so I’ll share my personal experiences.
I’ve incorporated collaboration at my table because of my players. If I were to map them to AngryGM’s model of why people play TTRPGs, they’d fall under the Submissive / Expression categories. This means in practice they love making stuff up, and (I love them but) they never read anything I give them.
I knew that player engagement with didactic chunks of GM-created lore would be low, so I took collaborative setting creation guidelines from Perilous Wilds (a Dungeon World supplement) and we each made a continent and a race for the pirate wave-crawl sandbox I’m running. After that, I went back, did up rules for each race, made some classes, and populated the map with modules as befit the tone players went for. (Eg, one continent was a Mushroom Forest, so I dug up some fungus adventures and placed them there in the hexcrawl).
I’ve also taken a mechanic I first saw in Macchiato Monsters (but I’m sure originated elsewhere). Players get advantage to a roll ONCE per session provided they give details about an NPC, setting or experience from their past. The idea was that players would give me hooks that they create, and in between sessions I could reincorporate these individuals and locations.
It’s been working great for some of my players. One of them is very, very enthusiastic about the culture of the race of mole-men he came up with, and a rival he mentioned a few sessions ago has popped up again as head of a rival exploration expedition.
The distinction between this and Storygame collaboration is that players don’t impact the fiction in the moment but collaborate on wider setting details or provide their own hooks that get reincorporated. I’ve also been very influenced by John Harper’s post on Crossing the Line, which is a re-articulation of the Czege Principle (I think). That is, it’s unsatisfying when players are asked to author both their own adversity and its resolution. Besides setting creation, player collaboration is limited to past experiences their PCs would have taken part in.