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<blockquote data-quote="CrimsonReaver" data-source="post: 5730007" data-attributes="member: 91729"><p>Communication is essential. If GM duties fall to me, I typically start a campaign by asking my players what they want from the game. As much as possible, I try to let them dictate the setting, the theme, the mood, and the balance of action vs. role-playing. Obviously you can't please all the players all the time, but I do my best to meet the needs and expectations of my players. And whenever player interest starts to wane or the campaign feels like it's losing steam - and it almost always will when you've been playing the same campaign on a weekly basis for a year or more - I make a point of asking players what the like and didn't like about the last few sessions. Or if it's just one player, I'll take them aside and ask them why they aren't having fun, if there's something in the game/story/their character that's detracting from their enjoyment, or if they want/need to take a break for a few sessions.</p><p></p><p>Sometimes everyone needs a break. I don't generally like switching to another game system, like D&D to Star Wars or a superhero-themed RPG, because it can result in just dropping the other game completely - which, I mean, I guess is fine if nobody was having fun with it, but I'd feel a little irked that I put so much effort into a story that's left unfinished and forgotten. However, that approach can work as a palate cleanser if you make it a one-time jaunt. I much prefer spending a few gaming sessions playing something completely different, like card games, board games, video games, or tabletop miniature wargames. Something that doesn't necessarily have a story, but is still close enough to the RPG experience that it'll keep players thinking about the campaign and, hopefully, eventually wanting to get back to it.</p><p></p><p></p><p>Really, though, the best approach is to talk to your players. Best way to figure out what's happening and how to remedy the situation is by talking things out with all parties involved.</p></blockquote><p></p>
[QUOTE="CrimsonReaver, post: 5730007, member: 91729"] Communication is essential. If GM duties fall to me, I typically start a campaign by asking my players what they want from the game. As much as possible, I try to let them dictate the setting, the theme, the mood, and the balance of action vs. role-playing. Obviously you can't please all the players all the time, but I do my best to meet the needs and expectations of my players. And whenever player interest starts to wane or the campaign feels like it's losing steam - and it almost always will when you've been playing the same campaign on a weekly basis for a year or more - I make a point of asking players what the like and didn't like about the last few sessions. Or if it's just one player, I'll take them aside and ask them why they aren't having fun, if there's something in the game/story/their character that's detracting from their enjoyment, or if they want/need to take a break for a few sessions. Sometimes everyone needs a break. I don't generally like switching to another game system, like D&D to Star Wars or a superhero-themed RPG, because it can result in just dropping the other game completely - which, I mean, I guess is fine if nobody was having fun with it, but I'd feel a little irked that I put so much effort into a story that's left unfinished and forgotten. However, that approach can work as a palate cleanser if you make it a one-time jaunt. I much prefer spending a few gaming sessions playing something completely different, like card games, board games, video games, or tabletop miniature wargames. Something that doesn't necessarily have a story, but is still close enough to the RPG experience that it'll keep players thinking about the campaign and, hopefully, eventually wanting to get back to it. Really, though, the best approach is to talk to your players. Best way to figure out what's happening and how to remedy the situation is by talking things out with all parties involved. [/QUOTE]
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