jgsugden
Legend
I don't think I advocated for a miserable experience - I merely noted that conflict is a key element of most stories.The point of D&D is to be fun. A D&D game that is a miserable experience for the people playing it is a failed game. If it produces an incredible story, it is still a failed game.
That is a very common style of games. However, in my experiences in the 70s, 80s, 90s, 00s, 10, and now 20s - when players that have only had experiences in these types of games first experience a well written game that is story driven with character driven storylines - where their actions matter - overwhelmingly find it to be a better experience. So, yes. A dungeon crawl that is agnostic to the PCs can be a success, it is a success in the same way that unseasoned rice can successfully feed you. I'm not telling people that enjoy these types of games that they're having fun wrong. I'm just saying you might be able to have even more fun.Conversely, a game that everyone enjoys is successful, even if the story is nothing but "And then we went here and fought a monster and got loot," repeated several dozen times.
Agreed, although I'd alter that to say compatible pages, rather than the same page. Same page seems very narrow while we should be more open to a spectrum of (non-offensive) options if we're being good partners.Conflict between PCs can be fun, but it requires that all players and the DM are on the same page as to the level of conflict they find enjoyable.
I have never experienced a table where it was the norm, outside of a few one shot battle royal scenarios. Regardless, conflict doesn't need to mean violence. As I mentioned, alliance by necessity despite opposing views is a common story element.Some groups are totally cool with PvP combat to the death on a regular basis. However, I infer from the OP that this is not the case here.
I disagree here.So everyone needs to get on the same page, and as a general rule, it is the new person joining the group who should expect to do most of the adapting.
A long D&D game is a story told over 300 to 400 hours. That could be like 4 to 10 seasons of a TV show once you adjust for wasted time, for reference. Know what makes for boring TV? One track storylines.
When a player wants to change things up, it can often bring something new and interesting to the table. It is not the duty of the new player to conform to the preestablished routine of the table - it is the duty of the entire table to find interesting ways to tell the stories that all the players want to contribute to building. Does this mean that the existing players should bend over backwards to accommodate the new player? Of course not. It means the existing players and the new player should all be looking for ways to tell a fun story with the elements they each wish to bring to the table.