As far as I'm concerned, buy in comes by showing up to ANY table, whether it is a home game or a convention. You show up to play the game that is offered. If you don't like the game that is offered, you leave. I'm sure these players all knew they were playing Against the Slavers when they decided to show up.
And as far as I'm concerned if you don't adapt what you offer based on what the players want then that's bad DMing. (This isn't the same as giving them what they want).
Your environment is very different than mine. Nobody wants to DM. It takes work. Right now all the players have to do is show up, roll some dice and pretend to be an elf reacting to what the DM says once a week for a couple of hours.
The couple of times I've suggested that I'm getting overwhelmed and needed a break, people begged me not to stop because none of them wanted to take up the mantle. The couple of times in my history of playing D&D when I pushed back and said "No, I really don't feel like DMing", one or two of my friends have stepped up to DM. However, when they DM they also just purchase an adventure and run whatever is written in there.
To me this is ... aberrant. The only RPG I have ever played that had fewer than half the table being at least occasional GMs is D&D 3.0 and D&D 3.5 (and for all I criticise a lot of the decisions made by the 3.0 team that's my real beef with 3.X - it's very hard on DMs).
Recently, I convinced one of my friends to DM for Adventurer's League. All he has to do is study a fairly structured adventure given to him each week that only lasts a couple of hours and he often shows up having not read the entire thing and then forgets half of what is written in there. He's said that his experience running those adventures means his respect for me as a DM has grown immensely since he had no idea how hard it was to prepare an adventure someone else wrote and to handle everything that happens during the game.
Seriously? Get him to take an improv class.
I think this thread is filled with DMs whoses ego are getting a little too large and are likely used to being in an echo chamber of a small number of players who really love their DMing style and therefore they've gotten the opinion that it's the BEST DMing style.
And I'd call you Exhibit A in this thread. Further my home group has three people in it who regularly DM. All three of us have different strengths and weaknesses
and we all learn from each other. And all from time to time steal each others' tricks and techniques. (And no, I don't just play with this group).
However, I can tell you that Mike Mearls's DMing style in the live stream I was referencing was nearly identical to the DMing style I've seen over 95% of DMs use. I can say this having played under hundreds of DMs. These posts seem to be implying that it is not "proper" D&D.
I can't recall anything I've said to that effect that wasn't simply reflecting back the words of others (you and Mark mostly). And Mike's DMing style? The wallchat? The deliberately and openly playing the Ghouls stupid to avoid a TPK? Mearls reminded me nothing more than of the fourth possible DM in our regular group (of five people) - the one who only DMs occasionally because he really isn't very good at it.
None of them really want to DM because they want a more passive experience. They want someone to tell them a story that they get to interact with. It's my job to provide that story. I'm bad at providing stories, so I look to other people who write better than I do to write them for me. Thus, I buy adventures.
I'm not sure why you wouldn't be fully engaged simply because it is a module.
Because I don't want a passive experience. There are few modules that don't derail if you play hard. There are few modules that give you the chance to shape the story. If I wanted a passive experience I'd put on a DVD.
For me, it's almost always the opposite. Most of the DMs I've played under that have attempted to write their own stories end up writing contrived crap that they think is a masterpiece.
And here I agree with you.
A GM should not be writing a story. The worst thing that WotC ever did for roleplaying was called their GM The Storyteller. Good stories are about character. And the lead characters in an RPG are the PCs. That's where the camera is. That's who the central characters are. And that's the one thing the GM
really doesn't control. The best a story written without knowing about its characters in advance can be is a Michael Bay action movie, a second rate hard SF story from the 50s, or a locked room mystery.
It's the same way I'd feel if one of my friends came up to me and said "Hey, which would you rather read, A Game of Thrones or a novel I wrote myself?" I'll take a story written by a professional writer over one written by a guy who wrote a story in the spare time between work and watching Arrow that evening.
False equivalence. Try "Which would you rather read? A random Star Wars EU novel? Or something written by a friend." And in that case I'd go for the thing written by a friend - even if the random Star Wars EU novel is probably technically better written. The average adventure module is simply not that well written (I submit Keep on the Shadowfell as evidence). Game of Thrones has many, many faults but George R. R. Martin is an excellent storyteller and hardly an average professional.
"Yeah, your problem is that you're running modules. They aren't real D&D anyways."
Anyone saying that modules aren't real D&D is talking out of their hat. Now comparing modules to microwave dinners?
As for your statement. The reason you should be fully engaged is that you are enjoying the story, you are thankful that someone else is doing the DMing so that you have a chance to play and you want to play D&D and someone else is nice enough to volunteer to give you that opportunity.
As I have mentioned, my home group has three DMs out of five regular players - and a fourth player occasionally DMs. Many of us like DMing.
You give them respect because they were the one that had to put in the extra effort to write an adventure or prepare an adventure they bought in order to provide you with an experience.
You do realise I've run very successful sessions with literally two minutes notice? As in a text message from the regular DM saying that they couldn't make it ten minutes after they were due to arrive. I won't say the longer I spend preparing the worse the experience is - other than when I've gone really overboard into the storytelling side of things (which has never worked). But light prep is good.
Yeah but I hardly think having an entire group of people who are willing to DM is typical... I think the majority of groups have way more people willing to play than to DM and this is kind of borne out by the difference in market size for player products vs. DM products. If anything your setup is the rarity here.
I said we had GMs - I didn't say we had people who bought GM material. Most of it is transferrable.