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General Tabletop Discussion
*TTRPGs General
Is starting depth of campaign crucial to player retention?
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<blockquote data-quote="Woas" data-source="post: 3976981" data-attributes="member: 16317"><p>I guess I can just put it here then if its no matter.</p><p></p><p>Basically the idea to player made games is just thinking about the game on the other side of the fence so to speak.</p><p>Just from my own experience with pen&paper RPGs; when I started to game and put on the DM hat, all the D&D books I had (DMG, PHB and just advice from websites and elsewhere in general) gave me the impression that it was my job to do most of the work. There was some unwritten law (in my mind) that the game "belonged" to the DM and the players were there to enjoy it... and subsequently mess it all up! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>So just turn that around. What came first the chicken/DM or the egg/players? What if the players, or just some of them even have a great idea for a game and ask someone else to DM it for them? This sort of stems from the mindset of calling a DM a referee. In reality a "player" made game can have as much detail as a "DM" made game though. It boils down to a mind-set and allowing the players to speak up and say, "this is what is fun to ME. Screw Conan or the Forgotten Realms or Eberron. I want to play ..... Please DM this for us." Its just getting straight to the what everyone wants out of a game and cutting off the baggage. And since the players are the ones doing it they are automatically getting themselves involved/invested in the game. And there are plenty of games out there that make this a core of the game. Along with what Captain Tagon mentioned I'd add Burning Wheel and Ars Magica as two great player-driven games if the idea interested you.</p><p></p><p>But thats it in a nut shell. I guess after now writing it out and reading your response above this time of game play does not specifically correlate to depth of campaigns since players may easily say, "Hey, we want a Conan game!" and there ya go.</p></blockquote><p></p>
[QUOTE="Woas, post: 3976981, member: 16317"] I guess I can just put it here then if its no matter. Basically the idea to player made games is just thinking about the game on the other side of the fence so to speak. Just from my own experience with pen&paper RPGs; when I started to game and put on the DM hat, all the D&D books I had (DMG, PHB and just advice from websites and elsewhere in general) gave me the impression that it was my job to do most of the work. There was some unwritten law (in my mind) that the game "belonged" to the DM and the players were there to enjoy it... and subsequently mess it all up! :D So just turn that around. What came first the chicken/DM or the egg/players? What if the players, or just some of them even have a great idea for a game and ask someone else to DM it for them? This sort of stems from the mindset of calling a DM a referee. In reality a "player" made game can have as much detail as a "DM" made game though. It boils down to a mind-set and allowing the players to speak up and say, "this is what is fun to ME. Screw Conan or the Forgotten Realms or Eberron. I want to play ..... Please DM this for us." Its just getting straight to the what everyone wants out of a game and cutting off the baggage. And since the players are the ones doing it they are automatically getting themselves involved/invested in the game. And there are plenty of games out there that make this a core of the game. Along with what Captain Tagon mentioned I'd add Burning Wheel and Ars Magica as two great player-driven games if the idea interested you. But thats it in a nut shell. I guess after now writing it out and reading your response above this time of game play does not specifically correlate to depth of campaigns since players may easily say, "Hey, we want a Conan game!" and there ya go. [/QUOTE]
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