innerdude
Legend
As GM, though, how much do you cater to a player when your preferred "play style" is in fairly opposite directions (i.e., GM is heavy into character and world-building, with intrigue adventures; player is combat/power gamer)?
For instance, let's say that you know that one particular session (or maybe a spate of 2 or 3 sessions in close succession) will be fairly combat-lite. Do you throw in a random encounter or two just to keep the combat-focused players happy? Do you try and "convince" them to step outside of their normal mode of play a more character-driven style for those sessions?
I'm wondering, because I know when I've played in the past, when sessions would get too combat-heavy, I would zone out--and I imagine for the combat-players, when things get too "character-heavy," or too "role-play-ey," that they probably do the same.
Or do you simply play the session at hand, and trust the player to "get what they want" out of it, by simply playing their preferred style?
For instance, let's say that you know that one particular session (or maybe a spate of 2 or 3 sessions in close succession) will be fairly combat-lite. Do you throw in a random encounter or two just to keep the combat-focused players happy? Do you try and "convince" them to step outside of their normal mode of play a more character-driven style for those sessions?
I'm wondering, because I know when I've played in the past, when sessions would get too combat-heavy, I would zone out--and I imagine for the combat-players, when things get too "character-heavy," or too "role-play-ey," that they probably do the same.
Or do you simply play the session at hand, and trust the player to "get what they want" out of it, by simply playing their preferred style?