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<blockquote data-quote="Helspar" data-source="post: 1172697" data-attributes="member: 4849"><p>You reading this stuff Nylarlathotep? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>I had this problem all the time when I used to DM and the source I found isn't always that the players aren't interested but that they're looking for something else in the game, or don't have a common frame of reference with the DM. Back in my home town when we used to play, the group had common experience in where we lived, what we did etc. As a result the DM could more effectively paint a picture of the world he was DMing, and the players could follow along better - They more easily slipped into the world that the DM was placing about them and thus could intereact with it. Suspend their disbelief easier I guess.</p><p></p><p>With our current gaming group, a home made world was almost impossible as the players were each taking something different from the gaming world. Because each were essentially playing in a different world there was frequent conflict between characters, and a large missing out of most plot hooks or major events in the world. Its tough and fustrating when the players can't see the forest of the game world for the trees, but I agree with whoever said above that it has to be a cooperative effort on part of the DM and players to make the game world believable.</p><p></p><p>One thing that I find that helps is the use of a common reference ie. a premade campaign world. We currently play a SR campaign. With all players having the common refernce point for character behavior, background story, and game world culture it is that much easier to immerse oneself within it.</p></blockquote><p></p>
[QUOTE="Helspar, post: 1172697, member: 4849"] You reading this stuff Nylarlathotep? ;) I had this problem all the time when I used to DM and the source I found isn't always that the players aren't interested but that they're looking for something else in the game, or don't have a common frame of reference with the DM. Back in my home town when we used to play, the group had common experience in where we lived, what we did etc. As a result the DM could more effectively paint a picture of the world he was DMing, and the players could follow along better - They more easily slipped into the world that the DM was placing about them and thus could intereact with it. Suspend their disbelief easier I guess. With our current gaming group, a home made world was almost impossible as the players were each taking something different from the gaming world. Because each were essentially playing in a different world there was frequent conflict between characters, and a large missing out of most plot hooks or major events in the world. Its tough and fustrating when the players can't see the forest of the game world for the trees, but I agree with whoever said above that it has to be a cooperative effort on part of the DM and players to make the game world believable. One thing that I find that helps is the use of a common reference ie. a premade campaign world. We currently play a SR campaign. With all players having the common refernce point for character behavior, background story, and game world culture it is that much easier to immerse oneself within it. [/QUOTE]
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