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<blockquote data-quote="touc" data-source="post: 7394615" data-attributes="member: 19270"><p>Player personalities contribute to poor campaign play just as much a DM, if not more. I'll work harder as a DM for players who genuinely enjoy getting together with one another, because I know each week I'm going to laugh, have fun, and relax. Players should NEVER be <u>returning</u> to your game table each week solely because of the game itself. </p><p></p><p>So I'm no psychologist. But my gut impressions:</p><p></p><p><strong>Player One, the cleric:</strong> may be covering up discomfort with roleplay by immature play. This is disruptive to everyone and if he doesn't enjoy RP, maybe there's a better game for him. I wouldn't lose good players by trying to accommodate for a bad one. </p><p></p><p><strong>Player Two, the Rogue:</strong> it's a team game, so checking out is a bad idea and playing with a phone at the table is insulting to everyone.<em> It says (1) the DM is wasting my time, and (2) the other players aren't worth my time</em>. Of course, the question might be, is he somewhat right? Are others being disruptive so that he doesn't feel involved in the game? Finally, I've introduced players new to the rules and from video-game cultures. It takes time, but it's the <em>other</em> players who will get this person involved, and he's got to like them first. </p><p></p><p><strong>Player Three, the Barbarian:</strong> again may be player conflict, not an inherent way to disrupt the game. Would be curious how #3 plays when surrounded by a group of people he calls friend away from the table. Also, PvP isn't the name of the game. You're supposed to be playing characters that have cause to risk their lives with the others around them.</p><p></p><p><strong>Player Four, the Monk:</strong> Sounds like a keeper. </p><p></p><p>Ultimately, the DM has to have courage to talk to his players, whether as a group, or 1-on-1, to discuss his feelings and where the campaign can go. In some ways, you've assumed the multiple hats of friend, referee, counselor, and arbitrator. It's not the game, at least not most of it. Good gamers can have fun playing even a crappy game. They'll find a way to make it fun, then tell the DM afterwards what they'd like to do next. But, I've never seen a happy ending by a DM changing the adventures around instead of chatting it up.</p></blockquote><p></p>
[QUOTE="touc, post: 7394615, member: 19270"] Player personalities contribute to poor campaign play just as much a DM, if not more. I'll work harder as a DM for players who genuinely enjoy getting together with one another, because I know each week I'm going to laugh, have fun, and relax. Players should NEVER be [U]returning[/U] to your game table each week solely because of the game itself. So I'm no psychologist. But my gut impressions: [B]Player One, the cleric:[/B] may be covering up discomfort with roleplay by immature play. This is disruptive to everyone and if he doesn't enjoy RP, maybe there's a better game for him. I wouldn't lose good players by trying to accommodate for a bad one. [B]Player Two, the Rogue:[/B] it's a team game, so checking out is a bad idea and playing with a phone at the table is insulting to everyone.[I] It says (1) the DM is wasting my time, and (2) the other players aren't worth my time[/I]. Of course, the question might be, is he somewhat right? Are others being disruptive so that he doesn't feel involved in the game? Finally, I've introduced players new to the rules and from video-game cultures. It takes time, but it's the [I]other[/I] players who will get this person involved, and he's got to like them first. [B]Player Three, the Barbarian:[/B] again may be player conflict, not an inherent way to disrupt the game. Would be curious how #3 plays when surrounded by a group of people he calls friend away from the table. Also, PvP isn't the name of the game. You're supposed to be playing characters that have cause to risk their lives with the others around them. [B]Player Four, the Monk:[/B] Sounds like a keeper. Ultimately, the DM has to have courage to talk to his players, whether as a group, or 1-on-1, to discuss his feelings and where the campaign can go. In some ways, you've assumed the multiple hats of friend, referee, counselor, and arbitrator. It's not the game, at least not most of it. Good gamers can have fun playing even a crappy game. They'll find a way to make it fun, then tell the DM afterwards what they'd like to do next. But, I've never seen a happy ending by a DM changing the adventures around instead of chatting it up. [/QUOTE]
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