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Advice on Session 0 and Player Surveys (+)
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<blockquote data-quote="payn" data-source="post: 9587911" data-attributes="member: 90374"><p>Trial and error. I dont start a long campaign until I know the group likes the system and actually wants a campaign in it. So, I start with one shots and trial runs first. Iron out the wrinkles and be sure its what <em>everyone</em> wants. </p><p></p><p>I came about this epiphany when I realized I care way more about this than the average gamer. I thought maybe folks were being untruthful at session zero when later it was revealed they did not want the things they said they did. I realized a few things afterwards. First, folks often have similar, but sometimes disagreeable definitions of things like sandbox, political intrigue, skill play, etc.. Folks also change their minds during play when they are unsure, but assumed they had to be sure at sesh 0. Also, some folks just want to play, but never GM, and will humor a GM just to get a game going. </p><p></p><p>Long story short, sesh 0 is a good practice, but its not going to all by itself put folks on the same footing. Things change once dice hit the table and role play starts happening. You dont know entirely, until you do know. A session final about collective thoughts on the game might actually be more helpful then a sesh 0. YMMV</p></blockquote><p></p>
[QUOTE="payn, post: 9587911, member: 90374"] Trial and error. I dont start a long campaign until I know the group likes the system and actually wants a campaign in it. So, I start with one shots and trial runs first. Iron out the wrinkles and be sure its what [I]everyone[/I] wants. I came about this epiphany when I realized I care way more about this than the average gamer. I thought maybe folks were being untruthful at session zero when later it was revealed they did not want the things they said they did. I realized a few things afterwards. First, folks often have similar, but sometimes disagreeable definitions of things like sandbox, political intrigue, skill play, etc.. Folks also change their minds during play when they are unsure, but assumed they had to be sure at sesh 0. Also, some folks just want to play, but never GM, and will humor a GM just to get a game going. Long story short, sesh 0 is a good practice, but its not going to all by itself put folks on the same footing. Things change once dice hit the table and role play starts happening. You dont know entirely, until you do know. A session final about collective thoughts on the game might actually be more helpful then a sesh 0. YMMV [/QUOTE]
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