Kae'Yoss
First Post
Kestrel said:Good points.
So how does a GM get the players invested into the campaign, so they see beyond thier character and become a part of the world?
Encourage weaving the character into the world. Make sure they know enough about the world to give a detailed background (where they come from, what they did there, what most people do there, and so on) and encourage them to give a detailed background. Work that background - and the character itself - into the Campaign. What's better: "Some guy from the government sends you to a quest" or "XYZ, your old childhood friend, who now works for the government, contacts you. He heard of your and your party's exploits and thinks you're the right guys to handle this quest".
Let the players' actions count. Let them change the world around them if they choose to do so.
Don't railroad.
Let them participate, become someone. And not just "one of the most significant brutest ever to swing the maul", but an influental and popular person.
Give them the chance to become part of something greater.
Establish reoccuring NPCs they'll come to like (or hate - and love to hate).
Put some sense into the challenges you put before them ("why did we face a frost giant IN THE DESERT?" "Its CR was right for what I had in mind...")
Dragon Snack said:If the game sucks, there's no reason to stick around...
I also left games/gaming groups in the past. There's a certain amount of "campaign suckage" you can endure if other things are nice (good players sitting at the table, nice character to play, and so on), but there's a limit, and with some things the limit is quite low.
Some examples from my gaming career:
One game I stuck till the end (which was before its conclusion). The DM wasn't very good, did some serious railroading, didn't take off the velvet gloves, made some very questionable choices and the story was weird. But other than that, it was cool: The characters were great, the entertainment the characters made for themselves was, well, entertaining, and the players (and the DM himself) were decent fellows. Great fun at the table (and some of those players are now part of my gaming circle).
The ones I quit were almost invariably over irregular sessions: A lot of sessions were cancelled - in some cases much more than were actually played - and they only gave a couple of hours' notice (if at all). Sometimes it was just that too many players were too inconsiderate of other people's time, but in the last case the two DMs (one group, two games, with different DMs who played in each others' campaign) were to blame: Lately, more and more games would be cancelled because of one or the other guy, sometimes they gave notice the day before, sometimes it was an hour before play time. The reasons often sounded not very convincing. Since this development coincided with the two of them becoming involved with World of Warcraft, I think they neglected D&D because of that.
Before I quit, there were other problems - those two were weird in some ways (and not the pleasant kind of weird), and I didn't enjoy the games as I used to, anyway, but the last reason for me to quit was yet another session cancelled in the last minute. I haven't looked back since.