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<blockquote data-quote="Enkhidu" data-source="post: 679782" data-attributes="member: 351"><p>I stand by my first advice: if everyone is happy, don't bother fixing it cuz it ain't broke.</p><p></p><p>But, if one party or another is not having fun with a campaign, then there are several ways to fix it.</p><p></p><p>Possibility One: Deal with it. Simply, one party or another goes along with majority rule and sucks it up. Maybe things weill go your way next time around.</p><p></p><p>Possibility Two: Separate the party in game. This only works if the players is the one who's unhappy, and there are multiple players. This can be a real pain sometimes as the DM has to bounce back and forth between the separated PCs. It can be fun for a little while, but after an extended period it just gets old.</p><p></p><p>Possibility Three: Separate the group into 2 different games. This one can be tricky, but can also be rewarding (my bias shows here, as I think this is my favorite option). Basically, the DM runs two full parties after the PCs go their separate ways - this is a variant of the "deal with it" possibility, but is slighty better because everyone takes turns doing the sucking it up. One could go so far as to have 2 DMs for this rotation. The only real drawback here is that it pretty much only works if you game on a very regular basis and alternate the campaigns.</p><p></p><p>Possibility Four: Find someone new to game with. I think we can all agree this is a last resort, and one that most of us wouldn't want to take.</p><p></p><p></p><p>Now, as for <em>why</em> these problems can occur, I think it comes down to a matter of taste. Most of us know the difference between gamers with a "kick in the door" mentality (ones who like the tactical combat aspect of gaming) and ones with a "roleplay to the hilt" mentality (who prefer to really get "into their characters").</p><p></p><p>In the examples posted, I think you'll find that the problems are occuring because everyone involved is (to some degree or another) a "role-player" concerned with the non tactical portions of the game, but they have differering opinions as to how to go about it.</p><p></p><p>I also play in dshai527's game, and I can tell you that the person he's talking about is a good roleplayer, willing to go the extra mile to have his PC be 3 dimensional character. However, he also has his PC worry about the things that people in real life worry about (food, money, status, etc). He does the little things.</p><p></p><p>I, on the other hand, am more of a "storyteller." I am all about playing a PC that I would want to see as the main character in a David Mamet play. Would it then surprise you to learn that I already have my current character's "story arc" plotted? I know where he begins, I know his "tragic flaw," and I know where I would like him to end up. I do this at character creation in the same way a powergamer plots his level advancement - it's something I almost can't help doing.</p><p></p><p>Because of this, I have, at times been just as big a pain in the caboose as the first player - it all depends on what the prevailing party mood is. It all comes down to preference.</p><p></p><p><span style="font-size: 9px">Edited for Spelling...</span></p></blockquote><p></p>
[QUOTE="Enkhidu, post: 679782, member: 351"] I stand by my first advice: if everyone is happy, don't bother fixing it cuz it ain't broke. But, if one party or another is not having fun with a campaign, then there are several ways to fix it. Possibility One: Deal with it. Simply, one party or another goes along with majority rule and sucks it up. Maybe things weill go your way next time around. Possibility Two: Separate the party in game. This only works if the players is the one who's unhappy, and there are multiple players. This can be a real pain sometimes as the DM has to bounce back and forth between the separated PCs. It can be fun for a little while, but after an extended period it just gets old. Possibility Three: Separate the group into 2 different games. This one can be tricky, but can also be rewarding (my bias shows here, as I think this is my favorite option). Basically, the DM runs two full parties after the PCs go their separate ways - this is a variant of the "deal with it" possibility, but is slighty better because everyone takes turns doing the sucking it up. One could go so far as to have 2 DMs for this rotation. The only real drawback here is that it pretty much only works if you game on a very regular basis and alternate the campaigns. Possibility Four: Find someone new to game with. I think we can all agree this is a last resort, and one that most of us wouldn't want to take. Now, as for [I]why[/I] these problems can occur, I think it comes down to a matter of taste. Most of us know the difference between gamers with a "kick in the door" mentality (ones who like the tactical combat aspect of gaming) and ones with a "roleplay to the hilt" mentality (who prefer to really get "into their characters"). In the examples posted, I think you'll find that the problems are occuring because everyone involved is (to some degree or another) a "role-player" concerned with the non tactical portions of the game, but they have differering opinions as to how to go about it. I also play in dshai527's game, and I can tell you that the person he's talking about is a good roleplayer, willing to go the extra mile to have his PC be 3 dimensional character. However, he also has his PC worry about the things that people in real life worry about (food, money, status, etc). He does the little things. I, on the other hand, am more of a "storyteller." I am all about playing a PC that I would want to see as the main character in a David Mamet play. Would it then surprise you to learn that I already have my current character's "story arc" plotted? I know where he begins, I know his "tragic flaw," and I know where I would like him to end up. I do this at character creation in the same way a powergamer plots his level advancement - it's something I almost can't help doing. Because of this, I have, at times been just as big a pain in the caboose as the first player - it all depends on what the prevailing party mood is. It all comes down to preference. [SIZE=1]Edited for Spelling...[/SIZE] [/QUOTE]
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