Wildcard:
Sort of. I meant "was there a game system, (not freeform) that was dice based that you were using" and "did you let the players worldbuilding affect dice-rolls or abilities in game"? I see their creations sometimes are used like that. Thank you.
This is really three questions...
quote:
... "was there a game system, (not freeform)...
Yes. Both FATE and GURPS. In FATE the system ties into Aspects which are invocable to give the Players bonuses, if a Player had a hand in creating the Person, Place, Thing, Event, etc, I let them decide one of those Aspects, meaning that Player, or at least that Character if we cared to keep IC knowledge separate, if not the whole cast of PCs knew something about that created thing that could give them an advantage or warning in interacting with it.
quote:
... that was dice based that you were using"...
No, I've never used dice systems in my world building. Every time I try to use a "dice based world generator" I end up being frustrated by it and dropping it and going back to doing "the old fashioned way". I do sometimes use map generators (random dungeon generators, etc) to give me a starting point or weird ideas, but I always heavily edit it.
With GURPS, PCs that take certain Advantages or Disadvantages engage in world building that ties to that Advantage or Disadvantage, frex Allies, Contacts, Enemies, Patrons, Dependents, etc.
quote:
... "did you let the players worldbuilding affect dice-rolls or abilities in game"?
Yes, as above. Not so much with GURPS, that doesn't really bleed other, as GURPS 'Narrative Tools' don't really have 'tie-on' points like FATE does, but it's an idea I've been toying with to create something similar for GURPS (since I can get Players for that game more readily than FATE, which I'm also still not comfortable running).