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<blockquote data-quote="Ahnehnois" data-source="post: 6005154" data-attributes="member: 17106"><p>Fantasy, sci-fi, and horror are all go, with an emphasis on "realism" (or believability, verisimilitude, etc.).</p><p> </p><p>An engaging plot that works as dramatic art, and the opportunity for the characters to develop themselves in it.</p><p></p><p>I write reviews of every session and usually some modicum of pre-campaign background. If I take the time to write it, I damn well expect people to read it.</p><p> </p><p>Primarily narrativist, with a fair amount of simulationism and a touch of gamism.</p><p></p><p>Players and DMs being on the same page, being involved and engaged, and trusting each other.</p><p></p><p>A DM and 3-4 players.</p><p>Having played with 10, I can safely say that was too many. I was down to 2 at one point, which wasn't quite dynamic enough for my tastes. My current 3 PC set up is good, but I could see having one more.</p><p> </p><p>I prefer a primary DM who's in charge and runs long campaigns, but I do like to mix in the other people for variety.</p><p> </p><p>The game should be extremely challenging. I don't have four hours of my weekend to spend on a cakewalk. If there is no meaningful possibility of the PCs losing a battle, there is no reason to fight it.</p><p> </p><p>Generally, yes, but I've done "fated" characters where this was not the case.</p><p> </p><p>I tend to do a lot of active help. Since I know the rules better to begin with and houserule extensively, I think it's my responsibility to let the players know what their options are, without spoonfeeding them. I also tend to do DMPCs.</p><p> </p><p>I used to find an in-game reason to dispose of the PC. These days, my group is small enough that it's pretty much all or none.</p><p> </p><p>I would rather the story be the attraction then some fancy new game rule. I try to innovate, but usually through houserules and gently and gradually.</p><p> </p><p>I am not interested in playing out a planned adventure. DMing requires a lot of skill to do prep that is open-ended and creates some structure while leaving a lot of room for things to happen at the table.</p><p> </p><p>Push the tempo. We're busy people and we're devoting hours of our life to this thing.</p><p> </p><p>We're friends, why not? Time is hard to come by though, so keep it short.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6005154, member: 17106"] Fantasy, sci-fi, and horror are all go, with an emphasis on "realism" (or believability, verisimilitude, etc.). An engaging plot that works as dramatic art, and the opportunity for the characters to develop themselves in it. I write reviews of every session and usually some modicum of pre-campaign background. If I take the time to write it, I damn well expect people to read it. Primarily narrativist, with a fair amount of simulationism and a touch of gamism. Players and DMs being on the same page, being involved and engaged, and trusting each other. A DM and 3-4 players. Having played with 10, I can safely say that was too many. I was down to 2 at one point, which wasn't quite dynamic enough for my tastes. My current 3 PC set up is good, but I could see having one more. I prefer a primary DM who's in charge and runs long campaigns, but I do like to mix in the other people for variety. The game should be extremely challenging. I don't have four hours of my weekend to spend on a cakewalk. If there is no meaningful possibility of the PCs losing a battle, there is no reason to fight it. Generally, yes, but I've done "fated" characters where this was not the case. I tend to do a lot of active help. Since I know the rules better to begin with and houserule extensively, I think it's my responsibility to let the players know what their options are, without spoonfeeding them. I also tend to do DMPCs. I used to find an in-game reason to dispose of the PC. These days, my group is small enough that it's pretty much all or none. I would rather the story be the attraction then some fancy new game rule. I try to innovate, but usually through houserules and gently and gradually. I am not interested in playing out a planned adventure. DMing requires a lot of skill to do prep that is open-ended and creates some structure while leaving a lot of room for things to happen at the table. Push the tempo. We're busy people and we're devoting hours of our life to this thing. We're friends, why not? Time is hard to come by though, so keep it short. [/QUOTE]
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