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8 kinds of fun & session zero
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<blockquote data-quote="Gradine" data-source="post: 8050742" data-attributes="member: 57112"><p>Fortunately I find that these articles (there's a Part 2 which is pretty solid as well) are where he drops the obnoxious shtick for the most part.</p><p></p><p>As a DM I don't think I'd ever poll my players directly on these. Mostly you learn to pick up signs early on in a campaign; what types of scenes and scenarios cause which players to perk up and become more engaged, and which parts frustrate them. </p><p></p><p>Tangentially, I find that, with just a little bit of work, HotDQ is a pretty great barometer in terms of how much it mixes up the gameplay experience, especially in the early chapters.</p><p></p><p>I've found, for instance, that my players are very focused on Expression and Fellowship. Discovery tends to turn them off, on the other hand; in both the physical sense (they really dislike dungeon crawling) and the metaphysical (they've tended not to engage much with moral dilemmas). </p><p></p><p>They also tend to disengage whenever there's any sort of intraparty tension; they're there to have a fun time with their friends, first and foremost. </p><p></p><p>Once you have the framework, it becomes pretty easy to read your players, which then makes it fairly simple to tailor your adventures to the things that most engage them.</p></blockquote><p></p>
[QUOTE="Gradine, post: 8050742, member: 57112"] Fortunately I find that these articles (there's a Part 2 which is pretty solid as well) are where he drops the obnoxious shtick for the most part. As a DM I don't think I'd ever poll my players directly on these. Mostly you learn to pick up signs early on in a campaign; what types of scenes and scenarios cause which players to perk up and become more engaged, and which parts frustrate them. Tangentially, I find that, with just a little bit of work, HotDQ is a pretty great barometer in terms of how much it mixes up the gameplay experience, especially in the early chapters. I've found, for instance, that my players are very focused on Expression and Fellowship. Discovery tends to turn them off, on the other hand; in both the physical sense (they really dislike dungeon crawling) and the metaphysical (they've tended not to engage much with moral dilemmas). They also tend to disengage whenever there's any sort of intraparty tension; they're there to have a fun time with their friends, first and foremost. Once you have the framework, it becomes pretty easy to read your players, which then makes it fairly simple to tailor your adventures to the things that most engage them. [/QUOTE]
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