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7 Golden Rules of Dungeon Master Etiquette
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<blockquote data-quote="R_J_K75" data-source="post: 9245440" data-attributes="member: 6921294"><p>Same here. When we were younger, we played more often, sporadically with longer sessions. Open-ended sandbox campaigns were more viable as people were more engaged and read rules/settings outside of sessions. Nowadays, people have jobs, families, other responsibilities and interests, so we all prefer shorter linear adventures with room for some deviation. </p><p></p><p>In the early 2000's my old group broke up and I joined a group at a game store in the neighborhood. I started DMing when the current DM had to quit. I asked everyone if they'd be interested in a Forgotten Realms campaign, and everyone said yes. In the long run I ran what I thought would be a good FR game but ended up giving them too many options and probably too much lore than necessary. Oddly, even though everyone was familiar with the Realms, read some of the RPG books and novels the campaign didn't go over too well. Clearly it was a case of me not knowing the players and what they wanted. but when I asked for feedback, I rarely got any constructive criticism, and no one ever came out and said they were unhappy with the game or expressed their preferences. So, I think it works both ways, the onus is not always on the DM to make a successful game, the players should also be accountable as well. Sometimes no matter how hard everyone tries; the group just isn't a good fit as expectations and wishes are too varied. I think this was the case here.</p></blockquote><p></p>
[QUOTE="R_J_K75, post: 9245440, member: 6921294"] Same here. When we were younger, we played more often, sporadically with longer sessions. Open-ended sandbox campaigns were more viable as people were more engaged and read rules/settings outside of sessions. Nowadays, people have jobs, families, other responsibilities and interests, so we all prefer shorter linear adventures with room for some deviation. In the early 2000's my old group broke up and I joined a group at a game store in the neighborhood. I started DMing when the current DM had to quit. I asked everyone if they'd be interested in a Forgotten Realms campaign, and everyone said yes. In the long run I ran what I thought would be a good FR game but ended up giving them too many options and probably too much lore than necessary. Oddly, even though everyone was familiar with the Realms, read some of the RPG books and novels the campaign didn't go over too well. Clearly it was a case of me not knowing the players and what they wanted. but when I asked for feedback, I rarely got any constructive criticism, and no one ever came out and said they were unhappy with the game or expressed their preferences. So, I think it works both ways, the onus is not always on the DM to make a successful game, the players should also be accountable as well. Sometimes no matter how hard everyone tries; the group just isn't a good fit as expectations and wishes are too varied. I think this was the case here. [/QUOTE]
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