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<blockquote data-quote="GlassJaw" data-source="post: 7959667" data-attributes="member: 22103"><p>To be a voice of (some) reason, I honestly think everyone is generally on the same page, just wording it slightly differently. </p><p></p><p>I don't think anyone is advocating you force your setting/campaign on a group of players. At the same time, the DM should run what he wants to run, because if he doesn't, the campaign won't be fun for anyone. </p><p></p><p>Now the degree to which the campaign is collaborative varies from group to group of course. I like the idea of the DM pitching his campaign concept to the group and going from there. Even better if the DM has a few ideas and works with the group to decide what they want.</p><p></p><p>As far as world-building vs campaign-building go, it's helpful to note that while world-building is important, it's not what is going to translate to "fun" at the table. It certainly can be fun for the DM - and a DM should do it if they enjoy it. But it's not a requirement for running a successful and fun campaign.</p><p></p><p>I think that's a trap new DMs fall into. They are tough lessons to learn: whether it's frustration after spending tons of hours on creating things that never sees the light of day because players aren't on board or feeling overwhelmed that you have to create <em>everything </em>before starting a campaign.</p><p></p><p>Knowing <em>what </em>to focus on is sometimes more important than the content itself.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7959667, member: 22103"] To be a voice of (some) reason, I honestly think everyone is generally on the same page, just wording it slightly differently. I don't think anyone is advocating you force your setting/campaign on a group of players. At the same time, the DM should run what he wants to run, because if he doesn't, the campaign won't be fun for anyone. Now the degree to which the campaign is collaborative varies from group to group of course. I like the idea of the DM pitching his campaign concept to the group and going from there. Even better if the DM has a few ideas and works with the group to decide what they want. As far as world-building vs campaign-building go, it's helpful to note that while world-building is important, it's not what is going to translate to "fun" at the table. It certainly can be fun for the DM - and a DM should do it if they enjoy it. But it's not a requirement for running a successful and fun campaign. I think that's a trap new DMs fall into. They are tough lessons to learn: whether it's frustration after spending tons of hours on creating things that never sees the light of day because players aren't on board or feeling overwhelmed that you have to create [I]everything [/I]before starting a campaign. Knowing [I]what [/I]to focus on is sometimes more important than the content itself. [/QUOTE]
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