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How much control do DMs need?
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<blockquote data-quote="Bedrockgames" data-source="post: 8992082" data-attributes="member: 85555"><p>I think this is key with anything. My dad was a salesman and he used to say the difference between a good and a great salesman was whether you simply convinced people to buy something or whether you worked to help connect the customer to something they wanted and needed (I think we have all encountered those two extremes in sales). I think in gaming it is similar. I really would love for people to play the RPGs I play, and certainly would love for them to play the ones I make, but I realized you get more people to play these games over the long hall if you are recommending them to fit a person's expressed tastes and interests. There is always room to grow someone's tastes if they haven't tried something. You can see something they like and point out that this does something similar but from a different angle. But fundamentally it's about whether the group at the table is interested and whether this will fit their style</p><p></p><p>My go to example is I love the game Hong Kong Action Theatre! It influenced me more than any other game when it comes to martial arts RPGs, but it was always a tough sell to players in my groups because the concept (where you play an actor taking on the role of characters in an adventure) is sometimes too meta for people (I love the concept but I get why some people can't connect to it).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8992082, member: 85555"] I think this is key with anything. My dad was a salesman and he used to say the difference between a good and a great salesman was whether you simply convinced people to buy something or whether you worked to help connect the customer to something they wanted and needed (I think we have all encountered those two extremes in sales). I think in gaming it is similar. I really would love for people to play the RPGs I play, and certainly would love for them to play the ones I make, but I realized you get more people to play these games over the long hall if you are recommending them to fit a person's expressed tastes and interests. There is always room to grow someone's tastes if they haven't tried something. You can see something they like and point out that this does something similar but from a different angle. But fundamentally it's about whether the group at the table is interested and whether this will fit their style My go to example is I love the game Hong Kong Action Theatre! It influenced me more than any other game when it comes to martial arts RPGs, but it was always a tough sell to players in my groups because the concept (where you play an actor taking on the role of characters in an adventure) is sometimes too meta for people (I love the concept but I get why some people can't connect to it). [/QUOTE]
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