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General Tabletop Discussion
*TTRPGs General
Group Dynamics for Choosing the Game You Play - How does your group do it?
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<blockquote data-quote="innerdude" data-source="post: 5141498" data-attributes="member: 85870"><p>I'm curious how everyone's group dynamics work when it comes to choosing / switching from their current RPG to a new one. </p><p></p><p>Is it typically a consensus? Is it driven primarily by the current (or soon-to-be) GM? How much input do the players have on what's coming next? Do players/GMs just get bored with the system? </p><p></p><p>I know for the one main group I played with for many years (almost exclusively D&D 3.5, with two tiny, short-lived forays into GURPS 3rd Edition and D20 Modern), the one guy who was the primary GM seemed to be the driving force for what we played. If he had a campaign idea, most of us just generally went along with it ("You're all goblins living in the jungles of Chult"). </p><p></p><p>But some of this is just due to the personality of this particular guy. He's a classic type-A, sees himself as kind of being "in charge," and mostly just seems to think (rightly or wrongly) that most of his ideas are the most fun--and even if they're not, he's the GM, so what he says goes. </p><p></p><p>Some of you would probably say, "Screw that guy!" but oddly, our group hasn't really been all the worse for it. Most of our group is pretty hardcore into the character-driven story and campaign aspects of roleplaying (with one lone power gamer being the exception), and so most of the time as long as the campaign sounds interesting, we go for it.</p></blockquote><p></p>
[QUOTE="innerdude, post: 5141498, member: 85870"] I'm curious how everyone's group dynamics work when it comes to choosing / switching from their current RPG to a new one. Is it typically a consensus? Is it driven primarily by the current (or soon-to-be) GM? How much input do the players have on what's coming next? Do players/GMs just get bored with the system? I know for the one main group I played with for many years (almost exclusively D&D 3.5, with two tiny, short-lived forays into GURPS 3rd Edition and D20 Modern), the one guy who was the primary GM seemed to be the driving force for what we played. If he had a campaign idea, most of us just generally went along with it ("You're all goblins living in the jungles of Chult"). But some of this is just due to the personality of this particular guy. He's a classic type-A, sees himself as kind of being "in charge," and mostly just seems to think (rightly or wrongly) that most of his ideas are the most fun--and even if they're not, he's the GM, so what he says goes. Some of you would probably say, "Screw that guy!" but oddly, our group hasn't really been all the worse for it. Most of our group is pretty hardcore into the character-driven story and campaign aspects of roleplaying (with one lone power gamer being the exception), and so most of the time as long as the campaign sounds interesting, we go for it. [/QUOTE]
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