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Managing My Expectations? (+)
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<blockquote data-quote="MNblockhead" data-source="post: 8633116" data-attributes="member: 6796661"><p>What is more important, the game or the group?</p><p></p><p>If you have a passion for running a certain type of game that requires a certain style of play or high level of engagement, you may have to find another group. If you have a strong group of friends who have been getting together for years and you cherish that, you may have to ditch the game. If you don't have time to run multiple campaigns, it may be an either/or scenario. </p><p></p><p>In my case, it started with the former but has come to be the later. </p><p></p><p>When I got back in to TTRPGs with 5e, after a long period of not gaming, I went all in. I spend time and money putting together my own world. I put out some posts seeking players who were interested, clearly stating the kind of campaign I wanted to run and what the setting was like. </p><p></p><p>After playing for about seven years, and on our third campaign (in a non-WOTC setting, the homebrew was getting to require too much time) the group is more important to me. I would happily scrap my current campaign if the group wasn't feeling it. I would run just about any campaign setting. About the only thing that I require is that is be D&D 5e, because I just don't have the time to invest in another system as DM. </p><p></p><p>So much of the magic of a good group evolves over time and it is difficult to give general advice. But I've also run one shots and my FLGS and for other friends and family who can't commit to long campaigns. In these situations, I found it best to be prepared to calibrate on the fly. Players may say they want a certain play style or setting but find they don't actually enjoy it or their willingness to commit to it may differ from your expectations based on your understanding what they asked for. </p><p></p><p>Mysteries and puzzles are a prime example. When people say they like these in their games, I find their expectations vary widely. Some really want a challenge and like trying to spend the time to work these things out. Other like the flavor but would rather resolve much of it with a dice roll and appreciate some hand holding, and get frustrated or bored if things get too challenging. </p><p></p><p>I try to find ways in my prep and in my improv to scale things. Reward those who really get into not taking and sussing things out, but be prepared to go into easy story mode for those who want more of story approach.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8633116, member: 6796661"] What is more important, the game or the group? If you have a passion for running a certain type of game that requires a certain style of play or high level of engagement, you may have to find another group. If you have a strong group of friends who have been getting together for years and you cherish that, you may have to ditch the game. If you don't have time to run multiple campaigns, it may be an either/or scenario. In my case, it started with the former but has come to be the later. When I got back in to TTRPGs with 5e, after a long period of not gaming, I went all in. I spend time and money putting together my own world. I put out some posts seeking players who were interested, clearly stating the kind of campaign I wanted to run and what the setting was like. After playing for about seven years, and on our third campaign (in a non-WOTC setting, the homebrew was getting to require too much time) the group is more important to me. I would happily scrap my current campaign if the group wasn't feeling it. I would run just about any campaign setting. About the only thing that I require is that is be D&D 5e, because I just don't have the time to invest in another system as DM. So much of the magic of a good group evolves over time and it is difficult to give general advice. But I've also run one shots and my FLGS and for other friends and family who can't commit to long campaigns. In these situations, I found it best to be prepared to calibrate on the fly. Players may say they want a certain play style or setting but find they don't actually enjoy it or their willingness to commit to it may differ from your expectations based on your understanding what they asked for. Mysteries and puzzles are a prime example. When people say they like these in their games, I find their expectations vary widely. Some really want a challenge and like trying to spend the time to work these things out. Other like the flavor but would rather resolve much of it with a dice roll and appreciate some hand holding, and get frustrated or bored if things get too challenging. I try to find ways in my prep and in my improv to scale things. Reward those who really get into not taking and sussing things out, but be prepared to go into easy story mode for those who want more of story approach. [/QUOTE]
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