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I just chewed out my players
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<blockquote data-quote="Ulrick" data-source="post: 5985423" data-attributes="member: 775"><p>Has anybody read "The Auld Alliance" in Dragon Magazine <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=216" target="_blank">#216</a> , by Arthur Collins?</p><p></p><p>A lot of what Water Bob is saying reminds me of that article. In fact, I agree with what Water Bob is doing. </p><p></p><p>Collins wrote that to keep a gaming group together for the long haul every player has to be committed. Collins had a 75% rule for players--75% of the players had to be there 75% of the time. </p><p></p><p>Water Bob just takes this up a notch. But Collins also wrote about group committment. The group as a whole can make or break the group. One player can destroy a good time, especially if they're not punctual or don't show up. </p><p></p><p>Collins also wrote: "When you're only playing 10 or 12 times a year, you just can't mess around. The time has to count for something." </p><p></p><p>I'd rather be in a game taken seriously that's only played 10 or 12 times year (or "season") than be in a weekly game with attendence issues.</p><p></p><p>Being a DM, at times, can almost be like a part-time job, especially if you're a DM likes to pay attention to detail in creating a campaign setting, adventure, or both. A lot of the fun for me is watching players enjoy what you've created.</p><p></p><p>Why bother risking a bad time if a prospective player can't keep his committments?</p></blockquote><p></p>
[QUOTE="Ulrick, post: 5985423, member: 775"] Has anybody read "The Auld Alliance" in Dragon Magazine [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=216]#216[/URL] , by Arthur Collins? A lot of what Water Bob is saying reminds me of that article. In fact, I agree with what Water Bob is doing. Collins wrote that to keep a gaming group together for the long haul every player has to be committed. Collins had a 75% rule for players--75% of the players had to be there 75% of the time. Water Bob just takes this up a notch. But Collins also wrote about group committment. The group as a whole can make or break the group. One player can destroy a good time, especially if they're not punctual or don't show up. Collins also wrote: "When you're only playing 10 or 12 times a year, you just can't mess around. The time has to count for something." I'd rather be in a game taken seriously that's only played 10 or 12 times year (or "season") than be in a weekly game with attendence issues. Being a DM, at times, can almost be like a part-time job, especially if you're a DM likes to pay attention to detail in creating a campaign setting, adventure, or both. A lot of the fun for me is watching players enjoy what you've created. Why bother risking a bad time if a prospective player can't keep his committments? [/QUOTE]
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