Sir Whiskers
First Post
EricNoah said:Ah, you've hit something there: You almost never hear of a GM "stuck" running something he doesn't want to run, but you often hear of players stuck playing something they'd rather not play. Theory: GMs have the power because they are a rare commodity!
I respectfully disagree - GM's have the power because they put in the lion's share of the work. Players may leave the game if dissatisfied, but the GM really can't be forced to run a campaign he/she hates.
That said, I've been thinking about this problem for the past year or so - it seems my group has been gaming regularly, but not really excited about it. Seems more like gaming out of habit, rather than enthusiasm. For our next campaign (which should start in 2-3 months) I suggested we approach it a bit differently.
First, we're going with a different game system (Champions) - we're a bit burned out on 3E, and Champions won by acclamation.
Second, I'm trying to throw much of the campaign open to the players. My ground rules:
* No anti-heroes (it is superhero roleplaying, after all)
* Create characters that are team players
* Create characters that are effective in and out of combat, but don't min/max
* Stay within the total character points, tho exceptions will be made if the player makes a good argument
That's pretty much it. While I've given them a very basic timeline for when supers appeared in the world, the rest is up to them. The players chose the genre (Bronze Age). They create their backgrounds with few limitations - if a player wants his background to include a villain I've never thought of, no problem - I'll include the villain. If one wants to be an alien, or a mutant, or blind, or whatever, they can go for it. Later, I intend to offer XP for creating npc's, villains, organizations, newspaper reports, after-action reports, etc. - anything to involve the players in the campaign.
One thing that will help is that we're taking time to create the next campaign while still in the current one. Rather than finish a campaign and ask someone to have something ready in a week or two, we can agree on many issues beforehand. And by including the players in the design, I hope they'll enjoy the game more than if I just throw what I want at them.
That's the key to my mind - the game does not belong to the GM only. It's a group effort. Sure, the GM sets many ground rules and runs the campaign, but the game in general succeed or fails based on everyone's efforts. Not terribly profound, but it still gets forgotten too often.