pming
Legend
Besides, the correct wording for a happy marriage is "Yes dear, you're right dear, I was wrong dear."
Yes! I agree! But try telling her that!
^_^
Paul L. Ming
Besides, the correct wording for a happy marriage is "Yes dear, you're right dear, I was wrong dear."
Yeah, that’s pretty much why I didn’tI guess you could set up a poll. Not sure it wouldn't just devolve as most of these threads have lately. At least we haven't started arguing about the "C" word yet.
If I change direction of a campaign it's generally with feedback from the players or at their behest. After all they're in charge of their PCs actions.
There's also a thing called "secrets that get revealed that can change direction" which has been part of some awesome campaign moments. But true bait-and-switch? Why would any DM do that?
Usually they're trying for some sort of "heroes out of place" or "the world isn't what you think it is" kind of effect, and think it'll work better if both the players and characters are unaware. Sometimes that can even work, depending on the specific players and how much they're willing to go with the flow. With others its an absolutely terrible idea because if they wanted to play a game of type X, they'd have signed on for a game of type X.
It's certainly not something I'd throw at every group. You have to know your players, you don't want to get into the "it was all a dream" territory to back out a campaign people are not enjoying.
Well, deliberately defying expectations can work, like with Spec Ops: The Line, which deceives you into believing that it's just another bog standard gung-ho military shooter, and then punches you in the guts, but that's not something that could be pulled off easily without backfiring.There's also a thing called "secrets that get revealed that can change direction" which has been part of some awesome campaign moments. But true bait-and-switch? Why would any DM do that?
In my view, yes, GMs have "authority" because the group has agreed they have that role. But I bristle at the idea that's often presented that the GM's authority grants them more power in the group than other players. For example, situations in which the GM "kicks out" a player who doesn't want to play in the GM's preferred style of game.
Do you create a new setting every campaign?
There's no right or wrong way, different DMs enjoy different things, but I can see where this would be easier with blank slates.
Also, is this done collaboratively or separate?
Earlier this year, shortly before everything went to crud due to the pandemic, I was in a conversation with a young and new player who was insistent that the DM's 'job' was to cater to the players in his group and give them what they wanted. That they weren't allowed to 'exclude' expansions if the players wanted them, and how he simply would refuse to play in any game where the DM forced 'restrictions' on him.
He couldn't figure out why I was laughing so hard. Seriously, I wish him well in his search for the right game...
It's the DM's game: they set the tone, as well as prepare and run the sessions, so they have final say.
Yes, a good DM will be adaptable, but I take umbrage with entitled players who demand changes. Sorry, but if a player doesn't like the game they are free to go elsewhere or run a game themselves to their tastes.
Now get off my lawn!