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How Accommodating to Player Preferences Should the GM Be?
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<blockquote data-quote="Guest 6801718" data-source="post: 9387843"><p>Be totally accommodating. Lean into it. There are a few things that GMs need to understand. One, it's not your game. It's everyone's game. So allow for additional input to whatever concept you pitch. You game will only be better for it. Another is that this player is telling you a lot about what they want in a game. Not just what kind hero they want to play but what kind of problems they want to face. They've already signed on the big conceit of the game. Now they're asking for little something else. Adding some spice, so to speak. That actually makes your job as a GM easier. They told you what they want. Now just give it to them. Be as hard about it as you like. Just give them the challenges they want. </p><p></p><p>Take the example of playing a goblin in a world where people don't like goblins. They player is telling you that they want to deal with that kind of problem. Being seen as a monster and having to prove their worth. Tackling different problems. Good, give it to them. Make the townsfolk nasty and hateful. Then give the player opportunities to be heroic and help them anyway. Allow for change. Let the game grow. </p><p></p><p>If the conceit is a "standard fantasy world where the group sets out to explore unknown ancient ruins", then you've already thrown the idea of "standard fantasy" out the window with the concept. The group, by definition of what you're doing in the game, will already be leaving standard far behind. Otherwise you aren't doing anything in the game. Look over here, it's more of the same! So if a player wants to do something unusual in your game, it sounds to me like they already understand the concept a lot better than everyone else. Heroes and adventurers aren't like everyone else. Just going on an adventure makes them different from everyone else in the world. Regular people stay home and become farmers or join the town guard. Unusual people go delving through ancient ruins.</p></blockquote><p></p>
[QUOTE="Guest 6801718, post: 9387843"] Be totally accommodating. Lean into it. There are a few things that GMs need to understand. One, it's not your game. It's everyone's game. So allow for additional input to whatever concept you pitch. You game will only be better for it. Another is that this player is telling you a lot about what they want in a game. Not just what kind hero they want to play but what kind of problems they want to face. They've already signed on the big conceit of the game. Now they're asking for little something else. Adding some spice, so to speak. That actually makes your job as a GM easier. They told you what they want. Now just give it to them. Be as hard about it as you like. Just give them the challenges they want. Take the example of playing a goblin in a world where people don't like goblins. They player is telling you that they want to deal with that kind of problem. Being seen as a monster and having to prove their worth. Tackling different problems. Good, give it to them. Make the townsfolk nasty and hateful. Then give the player opportunities to be heroic and help them anyway. Allow for change. Let the game grow. If the conceit is a "standard fantasy world where the group sets out to explore unknown ancient ruins", then you've already thrown the idea of "standard fantasy" out the window with the concept. The group, by definition of what you're doing in the game, will already be leaving standard far behind. Otherwise you aren't doing anything in the game. Look over here, it's more of the same! So if a player wants to do something unusual in your game, it sounds to me like they already understand the concept a lot better than everyone else. Heroes and adventurers aren't like everyone else. Just going on an adventure makes them different from everyone else in the world. Regular people stay home and become farmers or join the town guard. Unusual people go delving through ancient ruins. [/QUOTE]
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