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Does/Should D&D Have the Player's Game Experience as a goal?
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<blockquote data-quote="jgsugden" data-source="post: 9237547" data-attributes="member: 2629"><p>... why?</p><p></p><p>When I start a campaign I get to know the players first. If they're new, I run a short adventure for them and use that as a diagnostic. </p><p></p><p>Then I have a first session 0 and ask them about what they want to do and play. We bounce ideas back and forth and I use that to influence my decisions on how to run the game. Then we do character construction and begin a game that is tailored to a.) What they tell me, and b.) What I've observed when watching them as players. My goal: Make a fun game for them. </p><p></p><p>It is not a matter of how <em>I</em> go. It is a matter of how we decide to go.</p><p></p><p>As such, we do not make those decisions before we determine the game. We determine those decisions as the game is created. They're part of the same process.</p><p></p><p>If you're going to run an off the shelf module and do not know how to modify it, or if you want to dictate to your players what you're running without their input, then they have to adapt to you ... but if the goal is to give them a good experience, I would work to try to learn how to adapt to their desires. I've played with DMs that don't take player input into the game and with DMs that listen to the players before decising on what to do ... and I can tell you there is a very distinct correlation between the input the players provide and the enjoyment of the players.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9237547, member: 2629"] ... why? When I start a campaign I get to know the players first. If they're new, I run a short adventure for them and use that as a diagnostic. Then I have a first session 0 and ask them about what they want to do and play. We bounce ideas back and forth and I use that to influence my decisions on how to run the game. Then we do character construction and begin a game that is tailored to a.) What they tell me, and b.) What I've observed when watching them as players. My goal: Make a fun game for them. It is not a matter of how [I]I[/I] go. It is a matter of how we decide to go. As such, we do not make those decisions before we determine the game. We determine those decisions as the game is created. They're part of the same process. If you're going to run an off the shelf module and do not know how to modify it, or if you want to dictate to your players what you're running without their input, then they have to adapt to you ... but if the goal is to give them a good experience, I would work to try to learn how to adapt to their desires. I've played with DMs that don't take player input into the game and with DMs that listen to the players before decising on what to do ... and I can tell you there is a very distinct correlation between the input the players provide and the enjoyment of the players. [/QUOTE]
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Does/Should D&D Have the Player's Game Experience as a goal?
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