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Player-driven campaigns and developing strong stories
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8974094" data-attributes="member: 82106"><p>Well, I think this is a place where principled play of a game with good rules regarding process helps a bunch. Obviously its also helpful if the players are self-aware enough to not be dicks about this sort of thing. Like, I'm pretty assertive in my own way, and I'm sure in a lot of groups I could get whatever I want. I just don't actually want to 'get what I want', I want to see what happens. GMs can help to instill this sort of ethos into play. Still, I don't disagree that a group could suffer from this sort of problem. Note that it is not at all limited to narrative play though. I mean, anyone who's run enough trad games (and I certainly have) has had the dominating player who runs everything! Heck, one of my best friends had a tendency in this direction. He knew it, I knew it, and we always made it work. I've had a few campaigns fizzle in my time, but even those were functional groups. I'll admit to not inviting a couple of toxic players to my game too of course, those do exist now and then. Oddly enough though they usually are OK in specific groups. Like there was a whole group of people back in my home town that I would not play with, but they were totally great with each other and AFAIK ran a D&D campaign together for like 10 years.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8974094, member: 82106"] Well, I think this is a place where principled play of a game with good rules regarding process helps a bunch. Obviously its also helpful if the players are self-aware enough to not be dicks about this sort of thing. Like, I'm pretty assertive in my own way, and I'm sure in a lot of groups I could get whatever I want. I just don't actually want to 'get what I want', I want to see what happens. GMs can help to instill this sort of ethos into play. Still, I don't disagree that a group could suffer from this sort of problem. Note that it is not at all limited to narrative play though. I mean, anyone who's run enough trad games (and I certainly have) has had the dominating player who runs everything! Heck, one of my best friends had a tendency in this direction. He knew it, I knew it, and we always made it work. I've had a few campaigns fizzle in my time, but even those were functional groups. I'll admit to not inviting a couple of toxic players to my game too of course, those do exist now and then. Oddly enough though they usually are OK in specific groups. Like there was a whole group of people back in my home town that I would not play with, but they were totally great with each other and AFAIK ran a D&D campaign together for like 10 years. [/QUOTE]
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