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Campaigns destroyed by catering to whims…
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<blockquote data-quote="Mark" data-source="post: 1317155" data-attributes="member: 5"><p>There's a difficult balance to maintain between keeping it interesting enough for yourself that you want to keep on developing a campaign world, and keeping the players interested enough to accept whatever limitations you place on the amount or types of material you'll include in your creation.</p><p></p><p>I think if you find that you have a number of players who like to experiment a lot with character building it is worth running more than one campaign at a time, switching between them every other session. Make sure to let them know that while you understand what keeps it interesting for them, and want to supply that sometimes, you also need to be catering to your own whims sometimes, as well.</p><p></p><p>If the players don't really understand that it is a give-and-take situation, chances are you are not going to enjoy playing with them for long and might want to either find a new group right away, or just run something loose for them for a while while building your campaign world for the next group that you gather.</p><p></p><p>Otherwise...</p><p></p><p>There's nothing wrong with honing your in-game DMing skills with them for a while and then collecting some new players for your masterpiece. Ask almost any long time DM on these boards and you'll find two things for sure. If the players aren't enjoying themselves, it's not really worth DMing, and, if you try to foist your vision of the ideal game on a group that isn't interested it will likely remove some of your own world building fun (which will cause your creation to suffer).</p><p></p><p>Go with the flow for a while and save your best stuff for someone who will appreciate it. Run a bunch of one-shots for the current group for a while and do your best to explore as many variations of creatures and combat tactics as you can. Discover new ways to use skills, feats, items, etc. Challenge yourself as a DM to become the fasted combat running DM that ever played. Make the game as god-awful challenging for the players as you dare without losing them. That's my advice.</p><p></p><p>When you get to that next group that wants to explore your personal creation, you'll be a much better DM for it and the players in that next group will appreciate it that much more.</p></blockquote><p></p>
[QUOTE="Mark, post: 1317155, member: 5"] There's a difficult balance to maintain between keeping it interesting enough for yourself that you want to keep on developing a campaign world, and keeping the players interested enough to accept whatever limitations you place on the amount or types of material you'll include in your creation. I think if you find that you have a number of players who like to experiment a lot with character building it is worth running more than one campaign at a time, switching between them every other session. Make sure to let them know that while you understand what keeps it interesting for them, and want to supply that sometimes, you also need to be catering to your own whims sometimes, as well. If the players don't really understand that it is a give-and-take situation, chances are you are not going to enjoy playing with them for long and might want to either find a new group right away, or just run something loose for them for a while while building your campaign world for the next group that you gather. Otherwise... There's nothing wrong with honing your in-game DMing skills with them for a while and then collecting some new players for your masterpiece. Ask almost any long time DM on these boards and you'll find two things for sure. If the players aren't enjoying themselves, it's not really worth DMing, and, if you try to foist your vision of the ideal game on a group that isn't interested it will likely remove some of your own world building fun (which will cause your creation to suffer). Go with the flow for a while and save your best stuff for someone who will appreciate it. Run a bunch of one-shots for the current group for a while and do your best to explore as many variations of creatures and combat tactics as you can. Discover new ways to use skills, feats, items, etc. Challenge yourself as a DM to become the fasted combat running DM that ever played. Make the game as god-awful challenging for the players as you dare without losing them. That's my advice. When you get to that next group that wants to explore your personal creation, you'll be a much better DM for it and the players in that next group will appreciate it that much more. [/QUOTE]
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