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General Tabletop Discussion
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Chekhov's Gun and the Hickman Revolution- What Type of Campaign Do You Run?
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<blockquote data-quote="payn" data-source="post: 8852141" data-attributes="member: 90374"><p>I too find this to be ideal, but players often screw it up. How so? I think its a combo of not being able to articulate what they want out of theme and mechanics. I think some of us folks that really love this stuff, like enough to talk on a forum during the workday about it, take for granted that a lot of gamers simply dont have that level of TTRPG acumen. They dont really know what they want outside of the most general play experience. Worse is many of them just want to play a game with their friends and go along with whatever the GM is enthusiastic about. Then, about half a dozen sessions in they drop the bomb that they just are not really into the game after all the GM's hard work.</p><p></p><p>Which is why I'm reluctant to sign onto an adventure path with folks I dont know. I need to know you can work within a box and be creative and have fun. More importantly, that you can stick it for the long haul and not abandon the game after a few sessions because now you want to be a chicken farmer instead of an adventurer (long story). </p><p></p><p></p><p>That is why I have taken to actually running one shots, organized play, bespoke experiences as a way to introduce myself and other gamers to each other. After a few sessions and few different games I can get an idea on what folks like and their playstyle. I also been drifting from D&D because its hard to get players who want to be Riddick instead of Conan, or Shaft instead of Nick Fury to work as a group. God forbid you split the party too, which is exactly what anti-hero loner BAMFs are inclined to do.</p></blockquote><p></p>
[QUOTE="payn, post: 8852141, member: 90374"] I too find this to be ideal, but players often screw it up. How so? I think its a combo of not being able to articulate what they want out of theme and mechanics. I think some of us folks that really love this stuff, like enough to talk on a forum during the workday about it, take for granted that a lot of gamers simply dont have that level of TTRPG acumen. They dont really know what they want outside of the most general play experience. Worse is many of them just want to play a game with their friends and go along with whatever the GM is enthusiastic about. Then, about half a dozen sessions in they drop the bomb that they just are not really into the game after all the GM's hard work. Which is why I'm reluctant to sign onto an adventure path with folks I dont know. I need to know you can work within a box and be creative and have fun. More importantly, that you can stick it for the long haul and not abandon the game after a few sessions because now you want to be a chicken farmer instead of an adventurer (long story). That is why I have taken to actually running one shots, organized play, bespoke experiences as a way to introduce myself and other gamers to each other. After a few sessions and few different games I can get an idea on what folks like and their playstyle. I also been drifting from D&D because its hard to get players who want to be Riddick instead of Conan, or Shaft instead of Nick Fury to work as a group. God forbid you split the party too, which is exactly what anti-hero loner BAMFs are inclined to do. [/QUOTE]
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Chekhov's Gun and the Hickman Revolution- What Type of Campaign Do You Run?
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