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General Tabletop Discussion
*TTRPGs General
GMs: Guiding Morals in GMing
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<blockquote data-quote="SteveC" data-source="post: 8984490" data-attributes="member: 9053"><p>My guiding principle is that we all have limited time to game with, and busy lives that make gaming something we have to actively choose to do over other things, so let's make the best use of our time and maximize the fun parts. That might seem obvious, but in practice it does have real effects and informs how I run a game as well as what I'm looking for in a game I play in.</p><p></p><p>I'm an almost "forever GM" so when I play I am very aware when the GM gives us plot hooks and I'm all-in to explore them right away. The problem comes when the GM doesn't give those hooks or makes it difficult to get them. Most of the time that's done with a desire to give the group more agency and less rail-roady, but in practice it can just end up being a game of "find the plot hook!" and "find the fun."</p><p></p><p>I know that the sentiment of D&D as "15 minutes of fun in a four hour session" is largely hyperbole but it does reflect what can be an underlying problem for me. If I have to spend a significant portion of the session tracking down what to do, it's not a game I want to be in. For my players, I've found that about 15 minutes is the limit for engaging with things they're not interested in. Some players love roleplaying chatter, some love purchasing or planning ... but you have to read the group and keep them engaged.</p><p></p><p>Now I have a lot of other principles too, but most of them were already mentioned, so I thought I'd mention something that hasn't seen a lot of discussion.</p></blockquote><p></p>
[QUOTE="SteveC, post: 8984490, member: 9053"] My guiding principle is that we all have limited time to game with, and busy lives that make gaming something we have to actively choose to do over other things, so let's make the best use of our time and maximize the fun parts. That might seem obvious, but in practice it does have real effects and informs how I run a game as well as what I'm looking for in a game I play in. I'm an almost "forever GM" so when I play I am very aware when the GM gives us plot hooks and I'm all-in to explore them right away. The problem comes when the GM doesn't give those hooks or makes it difficult to get them. Most of the time that's done with a desire to give the group more agency and less rail-roady, but in practice it can just end up being a game of "find the plot hook!" and "find the fun." I know that the sentiment of D&D as "15 minutes of fun in a four hour session" is largely hyperbole but it does reflect what can be an underlying problem for me. If I have to spend a significant portion of the session tracking down what to do, it's not a game I want to be in. For my players, I've found that about 15 minutes is the limit for engaging with things they're not interested in. Some players love roleplaying chatter, some love purchasing or planning ... but you have to read the group and keep them engaged. Now I have a lot of other principles too, but most of them were already mentioned, so I thought I'd mention something that hasn't seen a lot of discussion. [/QUOTE]
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