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[DMs] Dealing with player's who have "ineffective" builds...
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<blockquote data-quote="shilsen" data-source="post: 2978278" data-attributes="member: 198"><p>Interesting idea, and to me, extremely limited. While I expect my players to adapt to some extent to my tastes (after all, I'm the one running the campaign), I also expect to adapt to some extent to their tastes (after all, they're the ones playing in the campaign). To use your example, the high-combat DM needs to cater at least somewhat to his players and try to create diplomacy and roleplaying situations so that they can enjoy them too. </p><p></p><p>As a DM, I personally like heavy roleplaying, dislike dungeon crawling and have maybe one fight or two per session. And I told my players about that when they were creating characters. But since many of them like combat and dungeon crawling more than I do, every few sessions or so I have a session or two which is heavy on the combat. At one point, we were in the middle of a city-based intrigue-laden series of sessions, when the PCs decided things were getting too hot for them and left for an entirely different continent. Since the players evidently needed a bit of a change in pace, I had the next half a dozen sessions focus on wilderness travel, exploration and multiple combats. And I catered to my own tastes by throwing in a few interesting NPCs for roleplaying interactions and a bunch of plot hooks, some of which got picked up and are still alive and kicking. My players thoroughly enjoyed the change. I enjoyed the fact that they were having fun and also had fun with what we were doing. Would I have been a better DM if I had stuck to my guns and forced them to play exactly what I wanted them to and nothing else? HELL, NO!</p></blockquote><p></p>
[QUOTE="shilsen, post: 2978278, member: 198"] Interesting idea, and to me, extremely limited. While I expect my players to adapt to some extent to my tastes (after all, I'm the one running the campaign), I also expect to adapt to some extent to their tastes (after all, they're the ones playing in the campaign). To use your example, the high-combat DM needs to cater at least somewhat to his players and try to create diplomacy and roleplaying situations so that they can enjoy them too. As a DM, I personally like heavy roleplaying, dislike dungeon crawling and have maybe one fight or two per session. And I told my players about that when they were creating characters. But since many of them like combat and dungeon crawling more than I do, every few sessions or so I have a session or two which is heavy on the combat. At one point, we were in the middle of a city-based intrigue-laden series of sessions, when the PCs decided things were getting too hot for them and left for an entirely different continent. Since the players evidently needed a bit of a change in pace, I had the next half a dozen sessions focus on wilderness travel, exploration and multiple combats. And I catered to my own tastes by throwing in a few interesting NPCs for roleplaying interactions and a bunch of plot hooks, some of which got picked up and are still alive and kicking. My players thoroughly enjoyed the change. I enjoyed the fact that they were having fun and also had fun with what we were doing. Would I have been a better DM if I had stuck to my guns and forced them to play exactly what I wanted them to and nothing else? HELL, NO! [/QUOTE]
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