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General Tabletop Discussion
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DM fun vs. Player fun...Should it be a compromise?
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<blockquote data-quote="Geron Raveneye" data-source="post: 3658910" data-attributes="member: 2268"><p>You know, KM, you have a pretty skewed point of view on that, to be honest. I don't know about you, but I've been in enough games (as DM and as a player) where the DM wasn't having fun at all, but the only thing he could have done to change that was to get up and leave the game. There's enough ways that players can ruin a DM's fun (and some of them will do exactly that) without the blame being on the DM's shoulders. D&D, as any other roleplaying game, is usually a cooperative game between a group of players, and as any cooperative game, the responsibility for the fun of tha participants lies on everybody's shoulders, not on one alone. The distribution may be unequal, sure...but you're going a tad too far there, in my opinion. I'm not into D&D because I'm a public service guy whos job it is to please all customers and who has to either take it and swallow or live with the frustration. I take my fun as a DM from my players' fun, sure...but also from the appreciation of what I'm trying to come up with. Otherwise, I could as well just put as much work into my game preparations as the average gamer in my group puts into his character maintenance, which would make for a pretty meager game most of the time.</p><p></p><p>The article simply missed the chance to tell the kid something useful, and in clear words. Instead, it mostly sounds like "Hey, if your players don't think it necessary, don't bring it up. You're there to please them, not to enjoy your own creativity" in a nutshell. Which is the worst thing to tell a young DM. This thread here contains more creative and helpful ideas and solutions to his problem than that article, and in ways that would help the kid keep his creative ideas AND integrate them into the game so his players would want to know about them. But this isn't WotC, and it's not the place that new players would come to first to get some help with a problem.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3658910, member: 2268"] You know, KM, you have a pretty skewed point of view on that, to be honest. I don't know about you, but I've been in enough games (as DM and as a player) where the DM wasn't having fun at all, but the only thing he could have done to change that was to get up and leave the game. There's enough ways that players can ruin a DM's fun (and some of them will do exactly that) without the blame being on the DM's shoulders. D&D, as any other roleplaying game, is usually a cooperative game between a group of players, and as any cooperative game, the responsibility for the fun of tha participants lies on everybody's shoulders, not on one alone. The distribution may be unequal, sure...but you're going a tad too far there, in my opinion. I'm not into D&D because I'm a public service guy whos job it is to please all customers and who has to either take it and swallow or live with the frustration. I take my fun as a DM from my players' fun, sure...but also from the appreciation of what I'm trying to come up with. Otherwise, I could as well just put as much work into my game preparations as the average gamer in my group puts into his character maintenance, which would make for a pretty meager game most of the time. The article simply missed the chance to tell the kid something useful, and in clear words. Instead, it mostly sounds like "Hey, if your players don't think it necessary, don't bring it up. You're there to please them, not to enjoy your own creativity" in a nutshell. Which is the worst thing to tell a young DM. This thread here contains more creative and helpful ideas and solutions to his problem than that article, and in ways that would help the kid keep his creative ideas AND integrate them into the game so his players would want to know about them. But this isn't WotC, and it's not the place that new players would come to first to get some help with a problem. [/QUOTE]
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