Bendris Noulg
First Post
Gotta agree with you on this. My players (as well as any new-comers) are made well aware that we are in playtest mode and that, not having hundreds of playtesters playing in a similar fashion, playtest mode will likely last a while (can't test every rule in every situation, after all). Granted, we've had more than a few "almost new members" leave after seeing the rules, but I'd rather they leave first rather than join, make a mess of things with constant bickering and whining, and then leave (and yes, over the years we've had some do this intentionally for what ever petty reason motivated them).WizarDru said:More importantly, you can sweeten the medicine, as it were, by telling them that all of these changes are probational. If they find that they get in the way of the game being fun, or if you find that they turn out to be unworkable in-game, that you will willingly rescind them, and find ways to compensate any negatively-affected players. It may be the precedent they fear more than the actual rules change.
There is a required atmosphere of trust required. If the player's don't trust the GM to change the game, then why do they trust him to run it? Administrating numbers is only part of the GM's task, not 95% of it. Sure, the players want to have fun, but it's the GM that spends hours and hours building the stage for that fun. If the GM isn't able to enjoy the setting and the world building, then why should the GM spend that time creating a world he doesn't like? Sure, there are plenty of GMs that GM because no one else in the group will, but for many GMs, world building is a creative outlet, an endeavor that is just as artistic as it is mechanical.
Players that don't realize that, that don't bother to understand the reason for the change in favor of whining about the change itself, aren't worth having.