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General Tabletop Discussion
*TTRPGs General
DM fun vs. Player fun...Should it be a compromise?
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<blockquote data-quote="Imaro" data-source="post: 3654838" data-attributes="member: 48965"><p>You do realize they're in middle school right? That means 6th, 7th and 8th grade. I think your expectations are a little high here. </p><p></p><p></p><p></p><p></p><p></p><p>But again you miss the point...they started talking the minute he mentioned the items description( in fact he didn't even finish it) before it was gimme...gimme...gimme.</p><p></p><p></p><p></p><p>Read them and it's funny because the author gives no solid advice about how to make things relevant to players...it's almost like an afterthought, maybe that's why I missed it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p>He spends majority of the article browbeating this kid's style of DM'ing...when in my oppinion his players are participating in their fair share of asshatery, and that isn't addressed at all. It's almost like..look kid suck it up, you got to cater to the players no matter what...whatda you mean you wanna have fun, fun is for players. No wonder there are less DM's than players when you're giving beginners advice like this, instead of telling them how to compromise, techniques to make things relevant, etc. Just wait tillthe other kids who play with him get a look at the article...talk about a DM not having power, the author basically took the players side, when in no way is it as clear cut as that, especially when dealing with kids they're age.</p><p></p><p>If anything the kid DM'ing seems more into the roleplaying and imagination aspects of the game...while his players seem more into the mechanics and "game" aspects. Much better advice would have focused on how to combine these aspects cohesively. Of course we all know the "game" is what WotC sells.</p><p></p><p></p><p></p><p></p><p></p><p>See that's the funny thing about D&D...it probably made this kid think he was going to have adventures and stories like some of his favorite fantasy novels, but there has to be a buy in for that from the players as well. That also should have been addressed as well. The disparity between what is fun for a DM and what is fun for players and finding that medium. You see if people start at this age and figure out DM'ing is all work...no play and no appreciation why would they keep doing it?</p><p></p><p></p><p></p><p></p><p>Above you were all for the DM forcing things on the player...and now he shouldn't be. Your right they didn't...but my point is what kid will find this fun? He is creating and that's his fun in the game...yet it's irrelevant unless it's the specific fun his friends want. This type of thinking almost makes me want to quit DM'ing...if I had to deal with players who weren't at least, minimally, willing to indulge what makes the game fun for me...I probably would have stopped DM'ing when I first got into D&D and just been a player. </p><p></p><p></p><p></p><p>Yeah I said that earlier.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3654838, member: 48965"] You do realize they're in middle school right? That means 6th, 7th and 8th grade. I think your expectations are a little high here. But again you miss the point...they started talking the minute he mentioned the items description( in fact he didn't even finish it) before it was gimme...gimme...gimme. Read them and it's funny because the author gives no solid advice about how to make things relevant to players...it's almost like an afterthought, maybe that's why I missed it. ;) He spends majority of the article browbeating this kid's style of DM'ing...when in my oppinion his players are participating in their fair share of asshatery, and that isn't addressed at all. It's almost like..look kid suck it up, you got to cater to the players no matter what...whatda you mean you wanna have fun, fun is for players. No wonder there are less DM's than players when you're giving beginners advice like this, instead of telling them how to compromise, techniques to make things relevant, etc. Just wait tillthe other kids who play with him get a look at the article...talk about a DM not having power, the author basically took the players side, when in no way is it as clear cut as that, especially when dealing with kids they're age. If anything the kid DM'ing seems more into the roleplaying and imagination aspects of the game...while his players seem more into the mechanics and "game" aspects. Much better advice would have focused on how to combine these aspects cohesively. Of course we all know the "game" is what WotC sells. See that's the funny thing about D&D...it probably made this kid think he was going to have adventures and stories like some of his favorite fantasy novels, but there has to be a buy in for that from the players as well. That also should have been addressed as well. The disparity between what is fun for a DM and what is fun for players and finding that medium. You see if people start at this age and figure out DM'ing is all work...no play and no appreciation why would they keep doing it? Above you were all for the DM forcing things on the player...and now he shouldn't be. Your right they didn't...but my point is what kid will find this fun? He is creating and that's his fun in the game...yet it's irrelevant unless it's the specific fun his friends want. This type of thinking almost makes me want to quit DM'ing...if I had to deal with players who weren't at least, minimally, willing to indulge what makes the game fun for me...I probably would have stopped DM'ing when I first got into D&D and just been a player. Yeah I said that earlier. [/QUOTE]
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