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<blockquote data-quote="Marandahir" data-source="post: 7949857" data-attributes="member: 6803643"><p>Absolutely – that's personally my favourite way to go about it, alongside a Session 0 where we figure out what sort of games they're interested in so that I can draw out the conflicts and game-play they prefer. But even with a primer, the players need to buy into the pre-existing world and story theme. You don't have a game if the players revolt, and trust me: the players WILL revolt if they're looking forward to high seas action and adventure and suddenly the mists roll in at the sea and they're in an oceanic domain of dread horror adventure.</p><p></p><p></p><p></p><p>Thanks for the insightful response. </p><p></p><p>I think we may be talking a bit past each other. You sound like you're referring to a DM with a group of players that return time and time again with different party members to challenge the same dungeon. That's a classic and fun way to play (and I probably wouldn't run Tomb of Horrors, for example, in any other way – you kind of NEED the dead bodies to build a meat wall to get past some of the traps!)</p><p></p><p>I was speaking, rather, to a long-running, narrative-focused campaign, especially one the DM is selling to a party of players who may not be wedded to playing with that DM if they don't like the game. In order to secure ANY group of players, one needs to know WHAT those players are looking for. It may be as simple as "I want to play D&D, and I need a DM to play it, so I'm stuck with you." But there's a certain point when some players will NOT suffer a DM any longer if she keeps pulling the wool over their eyes. </p><p></p><p>Sounds like your group is down for whatever you throw at them though, so that's great!</p></blockquote><p></p>
[QUOTE="Marandahir, post: 7949857, member: 6803643"] Absolutely – that's personally my favourite way to go about it, alongside a Session 0 where we figure out what sort of games they're interested in so that I can draw out the conflicts and game-play they prefer. But even with a primer, the players need to buy into the pre-existing world and story theme. You don't have a game if the players revolt, and trust me: the players WILL revolt if they're looking forward to high seas action and adventure and suddenly the mists roll in at the sea and they're in an oceanic domain of dread horror adventure. Thanks for the insightful response. I think we may be talking a bit past each other. You sound like you're referring to a DM with a group of players that return time and time again with different party members to challenge the same dungeon. That's a classic and fun way to play (and I probably wouldn't run Tomb of Horrors, for example, in any other way – you kind of NEED the dead bodies to build a meat wall to get past some of the traps!) I was speaking, rather, to a long-running, narrative-focused campaign, especially one the DM is selling to a party of players who may not be wedded to playing with that DM if they don't like the game. In order to secure ANY group of players, one needs to know WHAT those players are looking for. It may be as simple as "I want to play D&D, and I need a DM to play it, so I'm stuck with you." But there's a certain point when some players will NOT suffer a DM any longer if she keeps pulling the wool over their eyes. Sounds like your group is down for whatever you throw at them though, so that's great! [/QUOTE]
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