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<blockquote data-quote="HJFudge" data-source="post: 7613475" data-attributes="member: 6997593"><p>Very serious.</p><p></p><p>Think of it this way. Making a goal of 'my players should have fun' is like hosting a marathon with the goal that the participants will run. I mean...yes. Running is assumed to happen, and if that is where you end your aspirations, its probably not going to be the most interesting of marathons. Which is fine, if all the participants wanna do is run. Nothing wrong with it. Perfectly servicable. </p><p></p><p>But we can do better, can't we, then just the literal bare minimum bar for a successful experience?</p><p></p><p>If you are concentrating on making the experience enjoyable to your players, you are missing out on a lot of the nuance that can maximize the experience and the entertainment value of this luxury we call Tabletop RPGs. Think bigger than fun. Fun should happen, regardless. How can we achieve 'more fun' or the ideal 'most fun'?</p></blockquote><p></p>
[QUOTE="HJFudge, post: 7613475, member: 6997593"] Very serious. Think of it this way. Making a goal of 'my players should have fun' is like hosting a marathon with the goal that the participants will run. I mean...yes. Running is assumed to happen, and if that is where you end your aspirations, its probably not going to be the most interesting of marathons. Which is fine, if all the participants wanna do is run. Nothing wrong with it. Perfectly servicable. But we can do better, can't we, then just the literal bare minimum bar for a successful experience? If you are concentrating on making the experience enjoyable to your players, you are missing out on a lot of the nuance that can maximize the experience and the entertainment value of this luxury we call Tabletop RPGs. Think bigger than fun. Fun should happen, regardless. How can we achieve 'more fun' or the ideal 'most fun'? [/QUOTE]
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