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General Tabletop Discussion
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How flexible are you as player and as a GM?
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<blockquote data-quote="MNblockhead" data-source="post: 8961683" data-attributes="member: 6796661"><p>Over the years that I've been participating in on-line discussions about TTRPGs, there have been times where the discussions hit on participants' pet peeves where people will opine on how certain styles or certain rules would ruin the game for them. Some of the big contenders are open-world vs railroad, alignment, and enforcing resource management (tracking ammunition, spell components, encumbrance). But just about anything can trigger someone's gag reflex when it comes to gaming. </p><p></p><p>What I found is that even with those posters who have bluntly stated that certain ways I've run the game are awful and that they would hate to play in my games, I feel that we would have no problems if I were a player in their games. </p><p></p><p>Putting aside the almost academic-level of analysis we get into when discussing specific rules or play styles, how flexible are you as a player and as a GM? </p><p></p><p>I find that as a PLAYER, I am very flexible, especially with one-shots and mini-campaigns. I'll play almost anything. I can have fun with nearly any theme, setting, or GM style. Crunchy or thespian, sandbox or rail-road, ... whatever. Almost. My work limits the time I have to commit to play in multiple campaigns. That means, other than the campaign I'm running as GM, I mostly join one-shots. And I tend to look for one-shots that are very different than the D&D 5e campaign I run. If I were to commit to a long-term campaign that I had to schedule into my work and family life, I would have to be exceptionally fun for me to deal with the scheduling headaches. Still, I think the "exceptionally fun" part would be determined more by the group of players than the system or setting. </p><p></p><p>As a DM, I am <em>moderately</em> flexible. When we are close to wrapping up a campaign, I start discussing with them what kind of game we want to run next. But it needs to be something that I'll enjoy running. Currently, the means not involving a huge amount of work to prep, not overly complicated rules, and probably swords & sorcery fantasy. DnD 5e is the easy default because I'm quite familiar with the game and have a lifetime's worth of adventures, settings, and rules options. But I'm not hung up on an specific themes, settings, or rules options. I'll generally go with what the group is interested in. </p><p></p><p>How about you? Aside from abusive personalities or anti-social behavior, are there any rules, play-styles, themes, or venues that you would never DM or play in, no matter how much you like the people at the table?</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8961683, member: 6796661"] Over the years that I've been participating in on-line discussions about TTRPGs, there have been times where the discussions hit on participants' pet peeves where people will opine on how certain styles or certain rules would ruin the game for them. Some of the big contenders are open-world vs railroad, alignment, and enforcing resource management (tracking ammunition, spell components, encumbrance). But just about anything can trigger someone's gag reflex when it comes to gaming. What I found is that even with those posters who have bluntly stated that certain ways I've run the game are awful and that they would hate to play in my games, I feel that we would have no problems if I were a player in their games. Putting aside the almost academic-level of analysis we get into when discussing specific rules or play styles, how flexible are you as a player and as a GM? I find that as a PLAYER, I am very flexible, especially with one-shots and mini-campaigns. I'll play almost anything. I can have fun with nearly any theme, setting, or GM style. Crunchy or thespian, sandbox or rail-road, ... whatever. Almost. My work limits the time I have to commit to play in multiple campaigns. That means, other than the campaign I'm running as GM, I mostly join one-shots. And I tend to look for one-shots that are very different than the D&D 5e campaign I run. If I were to commit to a long-term campaign that I had to schedule into my work and family life, I would have to be exceptionally fun for me to deal with the scheduling headaches. Still, I think the "exceptionally fun" part would be determined more by the group of players than the system or setting. As a DM, I am [I]moderately[/I] flexible. When we are close to wrapping up a campaign, I start discussing with them what kind of game we want to run next. But it needs to be something that I'll enjoy running. Currently, the means not involving a huge amount of work to prep, not overly complicated rules, and probably swords & sorcery fantasy. DnD 5e is the easy default because I'm quite familiar with the game and have a lifetime's worth of adventures, settings, and rules options. But I'm not hung up on an specific themes, settings, or rules options. I'll generally go with what the group is interested in. How about you? Aside from abusive personalities or anti-social behavior, are there any rules, play-styles, themes, or venues that you would never DM or play in, no matter how much you like the people at the table? [/QUOTE]
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