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Forked Thread: DMs - No one cares how long you worked (was: Rant -- GM Control...)
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<blockquote data-quote="Similkameen" data-source="post: 4649178" data-attributes="member: 79812"><p><strong>The crux of this thread</strong></p><p></p><p></p><p></p><p></p><p>I have been reading these threads with interest, some very helpful insights and perhaps some DM navel gazing going on.</p><p></p><p>I have always taken the approach of finding out what the players want (character, roles, background, what makes the game fun for them), and then build a game that addresses what each of them has identified. So a hack and slash isn't going to have much plot line, folk interested in a story line have the time to create their own history and develop their environment, and I'm having a lot of fun running an investigative game now as the players are happy to play it.</p><p></p><p>It seems to me what your players are saying pretty clearly is they want to play a high level game, you don't. So you haven't been. It doesn't change what they want though, and they keep telling you. Not sure you are hearing them.</p><p></p><p>I'm hearing from these threads that a good DM is open and flexible, and has final say and uses it. </p><p></p><p>If you are unable to set up a high level game (lots of work, and different - nothing like having the party neatly teleport in and out past the multi-level dungeon you just built), you should probably have a talk about it. One option is to try running them a few encounters at that level - they get the fun of building the high level characters, you can set the limits you need to, and there is no long term commitment on your part, you can see what it is about. You're running isolated encounters. Option 2, is to have someone else run the game at a high level.</p><p></p><p>I personally don't really enjoy playing characters at the high levels. But I am sure there is all sorts of helpful advice you can get on this site or elsewhere to assist you.</p><p></p><p>Hope this is constructive, not counter productive.</p></blockquote><p></p>
[QUOTE="Similkameen, post: 4649178, member: 79812"] [b]The crux of this thread[/b] I have been reading these threads with interest, some very helpful insights and perhaps some DM navel gazing going on. I have always taken the approach of finding out what the players want (character, roles, background, what makes the game fun for them), and then build a game that addresses what each of them has identified. So a hack and slash isn't going to have much plot line, folk interested in a story line have the time to create their own history and develop their environment, and I'm having a lot of fun running an investigative game now as the players are happy to play it. It seems to me what your players are saying pretty clearly is they want to play a high level game, you don't. So you haven't been. It doesn't change what they want though, and they keep telling you. Not sure you are hearing them. I'm hearing from these threads that a good DM is open and flexible, and has final say and uses it. If you are unable to set up a high level game (lots of work, and different - nothing like having the party neatly teleport in and out past the multi-level dungeon you just built), you should probably have a talk about it. One option is to try running them a few encounters at that level - they get the fun of building the high level characters, you can set the limits you need to, and there is no long term commitment on your part, you can see what it is about. You're running isolated encounters. Option 2, is to have someone else run the game at a high level. I personally don't really enjoy playing characters at the high levels. But I am sure there is all sorts of helpful advice you can get on this site or elsewhere to assist you. Hope this is constructive, not counter productive. [/QUOTE]
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Forked Thread: DMs - No one cares how long you worked (was: Rant -- GM Control...)
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