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Are DMs subsidizing player fun?


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Originally posted by amethal
And it gives me an excuse for the time and money I spend on the hobby. It'd get spent anyway, but at least this way some other people (my friends) also get to benefit.



Yeah is is my point of view exactly.
 


Mortellan said:
when compared to the tons of cash my players throw into splat books which I generally refuse to buy (but have on pdf, wink)

That's certainly an interesting way of saying "Hi! I don't mind stealing to support my gaming habit."
 

Well, since Castles and Crusades only has one rulebook for players and DM's...everyone in my gaming group got one during the Troll Lord's $10 sale.(I even bought a few extras for some of my coworkers, who play on and off with us, to use.). Two of my regular players also bought a copy of Monsters and Treasures as well, and it works out pretty well since everyone alternates playing and runing games.
 

Whizbang Dustyboots said:
...Frankly, I wish more players would do the same. ;)

I agree.. I am also one of those GM's who love what I do, and even buy game material that has very little chance of seeing use in play. I have been collecting the Paranoia XP system just to read em :)

I see the cost as part of buying my own fun, its like the cost of watching a movie or spending time at a poker table. I don't see it as my players being vampiric leaches who such my creativity and money out for thier own satisfaction, altho I have known one or two that are like that...essentially showing up on game night to be entertained.

But yes, it would be nice for players to occasionally express their gratitude for the outlay in time and money that thier GM invests into the game. Whether its simply supporting the game night dinner or gifting a new book...or running a one-shot to avoid GM burn-out :D

Maybe we need a 'Have you hugged you GM lately' campaign or something equally silly?
 

Does anyone have a different paradigm in their groups that seems to work well? Any solutions?

Rotating DM's? Really, I think that comes down to it right there. In my group, everyone is pretty much champing at the bit to get their chance to DM. After my WLD game finished, we went immediately into an Eberron campaign. There may well be another campaign before I run my Savage Tide campaign. That certainly spreads the workload around nicely.

Heck, if you could swing it, run three campaigns concurrently - 1 camp/week, rotating through. That would certainly give you tons of prep time. Plus, you could likely share books quite easily.
 

Two of my players are DM for me in other groups, so it really works out well for us. We each know what it takes to prep, clean house, act as both referee and party host, clean up afterwards, update adventure logs, etc. I know they appreciate the effort as much as I appreciate theirs.
 

no real point, just typing :p

Mine is a group of 6.

We have an active DM and two inactive DMs and three who just play. I'm one of the "just players" (I've run perhaps 6hrs of game int he past year), but I am also the primary source of Minis.

Currently we have a Mid-High level Planescape Campaign going. As far as I can tell our DM is running module-free, and its going great. Its kinda funny, just about all the PCs are well min/maxed for combat, and in the past two months we've had maybe three fights. Our last session was a huge fight with no end in sight... and it is glorious! We (the powergamers) are finally getting to flex our muscles (and dice).

Don't get me wrong, our DM is very talented with the storyline aspect, and I think he may have been deliberately "combat-starving" us just so we'd appreciate this huge melee even more.

Basic premise of the "Big Fight". We're the (anti?) heroes, we got tipped off about a potential break in at the Mercykiller Prison in Sigil.... which (in our game, no clue how Canon is... nor do I care overmuch) happens to house some of the worst (super!) Criminals in the Multiverse. Well, we managed to infiltrate the prison with some help and our thief ("greatest thief in the multiverse") accidently shattered this minor artifact that was keeping the High-security inmates docile (in a sort of drugged/tortured state)... 3 rounds later we find ourselves facing off against more and more criminals who are seeking to escape out into Sigil. So far we've seen 2, maybe 3 Epic level villains... and have thus far held our own. Advantage: gear.

There was some concern that a full-scale breakout would draw the ire of the Lady of Pain... so we're trying to prevent that... and of course keep those who deserve thier sentences locked up.

Good times.
 
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