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Dealing with unthankful players
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<blockquote data-quote="Liquidsabre" data-source="post: 4860436" data-attributes="member: 15635"><p>I'll add my voice to the chorus that this issue stems from a play style difference and a lack of play-style agreement (the usually unspoken agreement to buy into the style of game being played).</p><p></p><p>With the amount of prep work that goes into your homebrew world and the adventures coupled with the response of the 2 most active players at your game table, I'm going to hazard a guess that the level of DM-driven story and plot that you are running is higher than what your two active and troublesome players are comfortable with. Your other three players are perfectly happy going wherever the story happens to take them. Your other two players are wanting to be more active participants in the game and have started to chafe a bit at their perceived lack of control over where the story seems to take them. Rather than having character background stories as side adventures they seem to be wanting to have their character stories to take a little more center stage.</p><p></p><p>So since it doesn't seem you've left yourself the option to lead your two players to another game closer to their desired play style I'm afraid your only option left is to adapt. Though I also happen to like offering them the DM spot, it serves to remind them that this IS your game and if they are unhappy with it they need to either address it in a constructive manner or not play. Encourage constructive criticism outside of the game and away from the table. This will let your players know that you're willing to listen to what they say. Hopefully this will also keep their half-budding resentments from building up into muttering and snide comments at the game table. Plus you might learn more specifics of what they are looking to get out of game play.</p><p></p><p>Adapting your play style a little doesn't have to hurt. Plus it could really help you prevent some of this burgeoning DM burnout. For one, lets try to cut back on the number of prep hours your spending away from the game table! On average, try not to go past 1/2 game time over the course of a week prepping for a game. Any more than that and you risk investing too much of yourself into each game session. By putting so much work in you really raise the stakes for yourself on a personal level for the success of each and every game. Any hint of mediocrity or slow moments become a let down for you, despite any large successes that might have peaked during the game. Putting less of yourself into each and every single game session will help you step back from setting yourself up for disappointment.</p><p></p><p>Second, try letting characters direct where their next adventure takes them a bit. Maybe let your two players derail a large section of the adventure and go "off the map" so to speak. Wing it a bit and pique their curiosities if you can, after all its their curiosity that lead them in the direction they are going in the first place. See if you can't drop some awesome homebrew-world exposition in their laps so you will enjoy their romp too. I'm a firm believer in opportunity plot and exposition dropping in this way. Afterwards, be sure to let them they know that they took the game "off the map" and I'll bet you they will be both surprised and impressed. Now they know that you will give them a little room to enjoy themselves too. Just knowledge of that little bit of freedom will often be enough for many players.</p><p></p><p>Best of luck and hope our ENWorlders help you and yours!</p></blockquote><p></p>
[QUOTE="Liquidsabre, post: 4860436, member: 15635"] I'll add my voice to the chorus that this issue stems from a play style difference and a lack of play-style agreement (the usually unspoken agreement to buy into the style of game being played). With the amount of prep work that goes into your homebrew world and the adventures coupled with the response of the 2 most active players at your game table, I'm going to hazard a guess that the level of DM-driven story and plot that you are running is higher than what your two active and troublesome players are comfortable with. Your other three players are perfectly happy going wherever the story happens to take them. Your other two players are wanting to be more active participants in the game and have started to chafe a bit at their perceived lack of control over where the story seems to take them. Rather than having character background stories as side adventures they seem to be wanting to have their character stories to take a little more center stage. So since it doesn't seem you've left yourself the option to lead your two players to another game closer to their desired play style I'm afraid your only option left is to adapt. Though I also happen to like offering them the DM spot, it serves to remind them that this IS your game and if they are unhappy with it they need to either address it in a constructive manner or not play. Encourage constructive criticism outside of the game and away from the table. This will let your players know that you're willing to listen to what they say. Hopefully this will also keep their half-budding resentments from building up into muttering and snide comments at the game table. Plus you might learn more specifics of what they are looking to get out of game play. Adapting your play style a little doesn't have to hurt. Plus it could really help you prevent some of this burgeoning DM burnout. For one, lets try to cut back on the number of prep hours your spending away from the game table! On average, try not to go past 1/2 game time over the course of a week prepping for a game. Any more than that and you risk investing too much of yourself into each game session. By putting so much work in you really raise the stakes for yourself on a personal level for the success of each and every game. Any hint of mediocrity or slow moments become a let down for you, despite any large successes that might have peaked during the game. Putting less of yourself into each and every single game session will help you step back from setting yourself up for disappointment. Second, try letting characters direct where their next adventure takes them a bit. Maybe let your two players derail a large section of the adventure and go "off the map" so to speak. Wing it a bit and pique their curiosities if you can, after all its their curiosity that lead them in the direction they are going in the first place. See if you can't drop some awesome homebrew-world exposition in their laps so you will enjoy their romp too. I'm a firm believer in opportunity plot and exposition dropping in this way. Afterwards, be sure to let them they know that they took the game "off the map" and I'll bet you they will be both surprised and impressed. Now they know that you will give them a little room to enjoy themselves too. Just knowledge of that little bit of freedom will often be enough for many players. Best of luck and hope our ENWorlders help you and yours! [/QUOTE]
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