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General Tabletop Discussion
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Do I Have To Have Players?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8768644" data-attributes="member: 6790260"><p>I admit, I don't have much experience <em>starting</em> campaigns--because I've only started <em>two</em>. And the first one folded after like, a month and a half (partially scheduling conflicts, partially one of the players deciding "yeah TTRPGs just don't do it for me," partially some of the players not getting along as well as hoped...it was a lot of things.)</p><p></p><p>But I poured a lot of love, a lot of <em>myself</em>, into my Jewel of the Desert game. Yet I've never once felt threatened by my players' participation in, and changes to, that world. If anything, I find it a strange combination of liberating, invigorating, and challenging. It's liberating because I know I'm not having to shoulder the "burden" (if it can be called that) of making an exciting game alone. My players are right there with me, adding, tweaking, changing the context, expanding, and I know they're doing it because it adds something <em>they</em> care about. It's invigorating because they have such great ideas! I can almost always instantly see how something they've brought into the story connects with other things, how it can grow and change, how their further actions could potentially push the world in new directions. That's terrifically exciting for me, it gets me pumped for both prep work and for playing to find out what happens. And, finally, it's challenging because it means I can't just rest on my laurels, I know I have to keep matching their contributions, that those things may change <em>my</em> understanding of the world we play in. I sometimes sweat bullets, worried my players seeing through my plots too quickly will ruin the experience, but thus far, everyone's pretty happy about it all.</p><p></p><p>So...perhaps I'm just still in the "honeymoon" or something. But four years in, I can't think of a single moment where I've felt any desire to "protect" this world and its contents.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8768644, member: 6790260"] I admit, I don't have much experience [I]starting[/I] campaigns--because I've only started [I]two[/I]. And the first one folded after like, a month and a half (partially scheduling conflicts, partially one of the players deciding "yeah TTRPGs just don't do it for me," partially some of the players not getting along as well as hoped...it was a lot of things.) But I poured a lot of love, a lot of [I]myself[/I], into my Jewel of the Desert game. Yet I've never once felt threatened by my players' participation in, and changes to, that world. If anything, I find it a strange combination of liberating, invigorating, and challenging. It's liberating because I know I'm not having to shoulder the "burden" (if it can be called that) of making an exciting game alone. My players are right there with me, adding, tweaking, changing the context, expanding, and I know they're doing it because it adds something [I]they[/I] care about. It's invigorating because they have such great ideas! I can almost always instantly see how something they've brought into the story connects with other things, how it can grow and change, how their further actions could potentially push the world in new directions. That's terrifically exciting for me, it gets me pumped for both prep work and for playing to find out what happens. And, finally, it's challenging because it means I can't just rest on my laurels, I know I have to keep matching their contributions, that those things may change [I]my[/I] understanding of the world we play in. I sometimes sweat bullets, worried my players seeing through my plots too quickly will ruin the experience, but thus far, everyone's pretty happy about it all. So...perhaps I'm just still in the "honeymoon" or something. But four years in, I can't think of a single moment where I've felt any desire to "protect" this world and its contents. [/QUOTE]
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