W'rkncacnter
Hero
...have...what...?I personally think the better solution is to have
...have...what...?I personally think the better solution is to have
Id love to. Unfortunately, every time I ask I dont get anything helpful from my players.I legitimately wonder how many DMs actually take into account their players preferences when designing their campaign or world. For example, if a player likes furry species, would you provide a anthropomorphic option for them or do you adamantly keep to just the Tolkien style species? If a player tends to play spellcasters, would you still design a setting with limited magic? If a player likes dark and edgy characters but you dislike them, would you restrict tieflings and necromancers?
The sad truth is that players who don’t want to contribute require games with large amounts of GM force to make something workable.Id love to. Unfortunately, every time I ask I dont get anything helpful from my players.
Me: "What would you like in the game and setting?"
Them: "Oh...I dont know... stuff?"
Me:![]()
I mean, I know my players over the years and what they tend towards. One player always gravitates to the Big Damn Hero. His wife plays quirky comic relief. Another plays the weirdest option on the menu. The other will always play the brooding antihero. My last doesn't matter because he's shy and just happy to be there. So i know that my options should include a mix of quirky and badass. If I ran Lord of the Rings, my quirky players would be dissatisfied. If I ran Toon, my badasses would be bored to tears.Id love to. Unfortunately, every time I ask I dont get anything helpful from my players.
Me: "What would you like in the game and setting?"
Them: "Oh...I dont know... stuff?"
Me:![]()
I think that's true of many players. They lack the language to express what they like. I'm sure if I asked all my players what they like, nobody would say what I just said about them. But I know what kinds of characters they have played in the past and I know what to expect even if they won't or can't say it.The sad truth is that players who don’t want to contribute require games with large amounts of GM force to make something workable.
A lot of people orient themselves around GM centrality precisely because they’ve only run for uninterested players.
I'll answer only for myself.I legitimately wonder how many DMs actually take into account their players preferences when designing their campaign or world. For example, if a player likes furry species, would you provide a anthropomorphic option for them or do you adamantly keep to just the Tolkien style species? If a player tends to play spellcasters, would you still design a setting with limited magic? If a player likes dark and edgy characters but you dislike them, would you restrict tieflings and necromancers?
Id love to. Unfortunately, every time I ask I dont get anything helpful from my players.
Me: "What would you like in the game and setting?"
Them: "Oh...I dont know... stuff?"
Me:![]()
And then when new players join, they're spoon-fed everything regardless of whether they need it (as new players, they probably don't know how much they want to be spoon-fed anyways, so they don't object because they don't know better) and develop the habit of waiting for the dm to spoon-feed them in every dnd game.The sad truth is that players who don’t want to contribute require games with large amounts of GM force to make something workable.
A lot of people orient themselves around GM centrality precisely because they’ve only run for uninterested players.
That's actually very, very far from true. Even the Realms, as detailed as it is, has less than 1% nailed down. There's swathes of open area where villages, towns and even cities can just be plunked down if the DM wants. The cities, even Waterdeep, has so many unnamed buildings that you can stick anything you want in there, and so many people you can create any organization you want to add to the world. And you can repeat that in ever city, town and village.If I go and pick up the latest version of Forgotten Realms and run a game in that, far more than 95% of the setting has been nailed down before ever encountering a player.
I do. At the end of a campaign we all pick 5 ideas for the next campaign. Then everyone looks at the ideas and can veto one of them, so the ones least liked are gone early. From the remaining 15 everyone assigns a number from 1-15 and the top 3 vote getters go to a final vote with the winner being what I work on for the next campaign.I legitimately wonder how many DMs actually take into account their players preferences when designing their campaign or world. For example, if a player likes furry species, would you provide a anthropomorphic option for them or do you adamantly keep to just the Tolkien style species? If a player tends to play spellcasters, would you still design a setting with limited magic? If a player likes dark and edgy characters but you dislike them, would you restrict tieflings and necromancers?