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<blockquote data-quote="innerdude" data-source="post: 6857096" data-attributes="member: 85870"><p>First --- Clearly more than half the group isn't interested in finishing the Shadowrun campaign. Totally their prerogative. If they're really that dead set against finishing the SR campaign, why try and force it on them? </p><p></p><p>Yeah, it's always nice when a campaign comes to a "satisfying" conclusion . . . but if they're done, they're done, and it's usually a good idea to respect that. Take the high road here. If finishing the Shadowrun campaign is more important than respecting what the players want, that's fine; just understand that it's a choice, and you'll have to deal with the consequences accordingly. I'm not saying either "yea" or "nay" is bad, that's between you and your players. </p><p></p><p>Second---Regardless, going forward I think the right approach is (as suggested) to have a very frank, open dialogue with the group about what everybody wants. As a GM, I've always tried to take it from the approach that we're all getting together to have fun, and if some people aren't having fun then we either need to figure out what's wrong with the group dynamic so that it will be fun, or the group may need to assess who actually wants to be in it.</p><p></p><p>The most important thing is to be totally transparent in what your expectations are. If there are certain things you'd really like to get out of your time together, make that known. It's absolutely critical that everyone in the group make an informed decision about how they want to spend their time. Showing that you, as GM, actually care about how they're spending their time, and genuinely be interested in helping them have fun goes a long way. </p><p></p><p>Try to be positive and build on what everyone has in common, but also recognize the differences, and don't diminish those differences if there's a real conflict between expectations. There's no reason you should have to put up with passive-aggressive interactions that haven't even been addressed at you directly, but at your girlfriend. If they have a problem, they should come to you. </p><p></p><p>But likewise, your players aren't obligated to put up with playing a game they're not interested in just because YOU want to finish out the SR campaign "in style."</p><p></p><p>I think you'll find that simply being honest and forthright with people is utterly refreshing, both to you and to them. You don't have to play guessing games, or deal with the awkwardness of not knowing what people are thinking. </p><p></p><p>And if you aren't able to have real, genuine conversations like this with your gaming group that are productive and positive, then you're gaming with the wrong people in the first place, and everything else in this post is null and void. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="innerdude, post: 6857096, member: 85870"] First --- Clearly more than half the group isn't interested in finishing the Shadowrun campaign. Totally their prerogative. If they're really that dead set against finishing the SR campaign, why try and force it on them? Yeah, it's always nice when a campaign comes to a "satisfying" conclusion . . . but if they're done, they're done, and it's usually a good idea to respect that. Take the high road here. If finishing the Shadowrun campaign is more important than respecting what the players want, that's fine; just understand that it's a choice, and you'll have to deal with the consequences accordingly. I'm not saying either "yea" or "nay" is bad, that's between you and your players. Second---Regardless, going forward I think the right approach is (as suggested) to have a very frank, open dialogue with the group about what everybody wants. As a GM, I've always tried to take it from the approach that we're all getting together to have fun, and if some people aren't having fun then we either need to figure out what's wrong with the group dynamic so that it will be fun, or the group may need to assess who actually wants to be in it. The most important thing is to be totally transparent in what your expectations are. If there are certain things you'd really like to get out of your time together, make that known. It's absolutely critical that everyone in the group make an informed decision about how they want to spend their time. Showing that you, as GM, actually care about how they're spending their time, and genuinely be interested in helping them have fun goes a long way. Try to be positive and build on what everyone has in common, but also recognize the differences, and don't diminish those differences if there's a real conflict between expectations. There's no reason you should have to put up with passive-aggressive interactions that haven't even been addressed at you directly, but at your girlfriend. If they have a problem, they should come to you. But likewise, your players aren't obligated to put up with playing a game they're not interested in just because YOU want to finish out the SR campaign "in style." I think you'll find that simply being honest and forthright with people is utterly refreshing, both to you and to them. You don't have to play guessing games, or deal with the awkwardness of not knowing what people are thinking. And if you aren't able to have real, genuine conversations like this with your gaming group that are productive and positive, then you're gaming with the wrong people in the first place, and everything else in this post is null and void. :p [/QUOTE]
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