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I quit 4e-DM after my first day.
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<blockquote data-quote="steenan" data-source="post: 5183404" data-attributes="member: 23240"><p>Celebrim speaks with great wisdom (and I, unfortunately, cannot give him an XP at the moment).</p><p></p><p>I don't mean the part about statistics of chaotic evil - I don't have a big enough sample of players to meaningfully support or reject this.</p><p></p><p>The important part is that one cannot make assumptions concerning other's playstyle preferences unless he knows them very well. An implicit social contract is, in most cases, a short way to a catastrophe. Telling people to create characters and play them as they like, with no additional guidelines - and then expecting the play to fit with your plans - just doesn't work. And it is not the players' fault any more than GM's. It is not them being dicks. They just did what they were told to.</p><p></p><p>It is extremely important to get everyone on the same page before the game starts. Discuss the goals and preferences, find a compromise acceptable to everyone (or change the group if it is impossible - it's better then getting frustrated with incompatible players). Talk about what kind of persons will the PCs be, what plot hooks are fun for the players, how "sandboxy" or "plotty" should the game be. </p><p></p><p>Only after making sure that you understand one another and really want the same thing (or, at least, similar things) from the game start creating the characters and preparing the setting. At this point everybody knows the social contract and, if they are not douchebags, will abide by it.</p></blockquote><p></p>
[QUOTE="steenan, post: 5183404, member: 23240"] Celebrim speaks with great wisdom (and I, unfortunately, cannot give him an XP at the moment). I don't mean the part about statistics of chaotic evil - I don't have a big enough sample of players to meaningfully support or reject this. The important part is that one cannot make assumptions concerning other's playstyle preferences unless he knows them very well. An implicit social contract is, in most cases, a short way to a catastrophe. Telling people to create characters and play them as they like, with no additional guidelines - and then expecting the play to fit with your plans - just doesn't work. And it is not the players' fault any more than GM's. It is not them being dicks. They just did what they were told to. It is extremely important to get everyone on the same page before the game starts. Discuss the goals and preferences, find a compromise acceptable to everyone (or change the group if it is impossible - it's better then getting frustrated with incompatible players). Talk about what kind of persons will the PCs be, what plot hooks are fun for the players, how "sandboxy" or "plotty" should the game be. Only after making sure that you understand one another and really want the same thing (or, at least, similar things) from the game start creating the characters and preparing the setting. At this point everybody knows the social contract and, if they are not douchebags, will abide by it. [/QUOTE]
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