Azzy
ᚳᚣᚾᛖᚹᚢᛚᚠ (He/Him)
One person’s fun ends when it infringes on someone else’s fun.
Pretty much. The whole group needs to be in on the fun, else something needs to be fixed.
One person’s fun ends when it infringes on someone else’s fun.
That is very self serving "me first" view of fun. Role playing is a very social activity and much like holiday gifts, it is better to give than receive.
Each participant should endeavor to make sure that everyone else is having fun. This includes the DM. You get back what you give. So if there are six people in your gaming group, and you concentrate on making sure that the other five people are having fun (and they are doing likewise for you and others) then your enjoyment will be magnified. Everything is more enjoyable when it is heartily shared.
"Fun" in a collective game is group fun. I mathed this out years ago on this very forum, it's essentially a version of utilitarianism. If Bob gets +10 fun from doing his own thing, but that results in -5 fun for everyone else, in a 5-person game, that -20 fun from everyone else outweighs Bob's +10 fun.
Some people don't get to have their "ultimate fun" of turning into dragons and summoning eldritch horrors so that other people can have their "moderate fun" of killing orcs with swords. If 4 people are still having "moderate fun" that outweighs Bob having "no fun at all". And Bob might want to find a different group if his fun is incompatible with the rest of the group.
Whose fun matters most?
To put it quite frankly - if you have to give a specific answer to this, it is the DM's. It can be a long, laborious and often thankless task running a game, and unless the DM is getting some enjoyment from it then everyone's fun suffers.
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Sadism because I love watching them be on cloud 9 as I kill and burn all that they love and create. There's nothing better then looking over and watching the DM be completely absorbed and enthralled with a huge grin on their face as I rain destruction and chaos down upon their beautiful little world.![]()
That's really cool, and interesting. I've always considered D&D to be fundamentally anarchistic. You have to opt-in for everything. The game, the group, the party, and the only thing your responsible for and can control is your own actions.
To me, this may be the best response for the question. If each person is concerned about making the game fun for everyone else at the table, everybosy wins. If I'm giving gifts of roleplaying opportunities to my fellow players, if the GM is using backstories for the people who took the time to craft them, if the shy player is making an effort to meet halfway, if the more flamboyant player is taking pains to accomodate the shy player, etc. everyone is getting their 15 minutes of spotlight and the machine turns as intended. Is it always perfect? Of course not, but in my experience when everyone keeps this in mind it's successful far more times than it's not.Role playing is a very social activity and much like holiday gifts, it is better to give than receive.
Each participant should endeavor to make sure that everyone else is having fun. This includes the DM. You get back what you give. So if there are six people in your gaming group, and you concentrate on making sure that the other five people are having fun (and they are doing likewise for you and others) then your enjoyment will be magnified. Everything is more enjoyable when it is heartily shared.
Pretty much. The whole group needs to be in on the fun, else something needs to be fixed.