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<blockquote data-quote="KainGuru" data-source="post: 8275641" data-attributes="member: 31667"><p>My players are always friends first, and they vary wildly in their individual styles - I try my hardest to accommodate their differences by giving what each player wants from the game. It's a social game first and different campaigns have different things driving the story forward, sometimes it's gritty and sometimes "we're all Bards and we've come to play for this village, so lock up your daughters/sons and goats ... especially the goats ... whatever you do don't let the elf near the goats" (I was that elf <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f612.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cautious:" title="Cautious :cautious:" data-smilie="13"data-shortname=":cautious:" /> )</p><p></p><p>In fact, on consideration, that's the majority of my pre-game prep: working out how to bring order to the chaos of giving equal 'screen time' to the players divergent expectations of play (the combat monkey, the social roleplayer, the tactician - at least one of those players will make a competent character and at least one of those players will make a character based on an idea rather than giving any consideration to competence) as well as putting in the aspects of play I enjoy as a DM (a bit gritty, a lot dark and mainly lots and lots of shades of grey - I like moral dilemmas and conundrums. a world where everything isn't straight up good vs evil or easy solutions to complex problems "actions always have consequences, though they may not appear til much, much later").</p></blockquote><p></p>
[QUOTE="KainGuru, post: 8275641, member: 31667"] My players are always friends first, and they vary wildly in their individual styles - I try my hardest to accommodate their differences by giving what each player wants from the game. It's a social game first and different campaigns have different things driving the story forward, sometimes it's gritty and sometimes "we're all Bards and we've come to play for this village, so lock up your daughters/sons and goats ... especially the goats ... whatever you do don't let the elf near the goats" (I was that elf :cautious: ) In fact, on consideration, that's the majority of my pre-game prep: working out how to bring order to the chaos of giving equal 'screen time' to the players divergent expectations of play (the combat monkey, the social roleplayer, the tactician - at least one of those players will make a competent character and at least one of those players will make a character based on an idea rather than giving any consideration to competence) as well as putting in the aspects of play I enjoy as a DM (a bit gritty, a lot dark and mainly lots and lots of shades of grey - I like moral dilemmas and conundrums. a world where everything isn't straight up good vs evil or easy solutions to complex problems "actions always have consequences, though they may not appear til much, much later"). [/QUOTE]
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