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DM fun vs. Player fun...Should it be a compromise?
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<blockquote data-quote="I'm A Banana" data-source="post: 3654748" data-attributes="member: 2067"><p>If it's not relevant to them and they're bored by it, it won't prompt the party to do anything. If it is relevant and they aren't bored by it, then it isn't a problem, because they will be prompted by it. </p><p></p><p></p><p></p><p>From the letter in the column, it looks like the DM did pretty much exactly that: threw out some flavor text, and then got miffed when no one cared about it and cared instead about what the item could <strong>do</strong>. </p><p></p><p>Basically, it's the DM's job to make the campaign world interesting for the players (and their characters), and if that's successful, the players and characters will pay attention. If it's not successful, then they won't. And the letter-writer seemed to be griping that they won't pay attention to his. To which the logical response would be: "Make it more interesting, namely, by showing, not telling, making it more relevant to them." </p><p></p><p>The article writer threw on some "KEWL POWERZ are what's relevant!" nonsense, but the core lesson seems to be "MAKE them pay attention by having it affect them HERE and NOW."</p><p></p><p>to which I would add, "Some players will pay attention without that, but that probably shouldn't be expected, and should still be earned in the game."</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3654748, member: 2067"] If it's not relevant to them and they're bored by it, it won't prompt the party to do anything. If it is relevant and they aren't bored by it, then it isn't a problem, because they will be prompted by it. From the letter in the column, it looks like the DM did pretty much exactly that: threw out some flavor text, and then got miffed when no one cared about it and cared instead about what the item could [B]do[/B]. Basically, it's the DM's job to make the campaign world interesting for the players (and their characters), and if that's successful, the players and characters will pay attention. If it's not successful, then they won't. And the letter-writer seemed to be griping that they won't pay attention to his. To which the logical response would be: "Make it more interesting, namely, by showing, not telling, making it more relevant to them." The article writer threw on some "KEWL POWERZ are what's relevant!" nonsense, but the core lesson seems to be "MAKE them pay attention by having it affect them HERE and NOW." to which I would add, "Some players will pay attention without that, but that probably shouldn't be expected, and should still be earned in the game." [/QUOTE]
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