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<blockquote data-quote="Mort" data-source="post: 7438318" data-attributes="member: 762"><p>Given only one choice, I picked Player incorporation.</p><p></p><p>Organization, communication, adaptability, etc. are all very important BUT if the players aren't incorporated into the game well, the experience is severely lacking.</p><p></p><p>On the other hand, even if the DM is a disorganized mess, who barely knows the rules - if the players are engaged, immersed and having fun - it can still be a great experience. </p><p></p><p>In my years of gaming, the two worst / most frustrating experiences I've had as a player involved lack of player incorporation.</p><p></p><p>The first was a RIFTS game where the DM had an amazing world, knew it inside and out and put the players in fun scenarios. The problem was, ultimately the players were spectators whos actions didn't matter one bit. The NPCs (and therefore the DM) DICTATED and drove the story. We the players, may as well have been watching a slightly interactive movie.</p><p></p><p>The second one was a Deadlands game where of the group of 6 players, EVERYTHING revolved around 2 of them. The rest of us were barely window dressing. It was immensely frustrating to realize that this was happening and that it wasn't going to change (the DM acted like he was open to communication but ultimately changed nothing).</p></blockquote><p></p>
[QUOTE="Mort, post: 7438318, member: 762"] Given only one choice, I picked Player incorporation. Organization, communication, adaptability, etc. are all very important BUT if the players aren't incorporated into the game well, the experience is severely lacking. On the other hand, even if the DM is a disorganized mess, who barely knows the rules - if the players are engaged, immersed and having fun - it can still be a great experience. In my years of gaming, the two worst / most frustrating experiences I've had as a player involved lack of player incorporation. The first was a RIFTS game where the DM had an amazing world, knew it inside and out and put the players in fun scenarios. The problem was, ultimately the players were spectators whos actions didn't matter one bit. The NPCs (and therefore the DM) DICTATED and drove the story. We the players, may as well have been watching a slightly interactive movie. The second one was a Deadlands game where of the group of 6 players, EVERYTHING revolved around 2 of them. The rest of us were barely window dressing. It was immensely frustrating to realize that this was happening and that it wasn't going to change (the DM acted like he was open to communication but ultimately changed nothing). [/QUOTE]
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