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Players: it's your responsibility to carry a story.
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<blockquote data-quote="Chrono22" data-source="post: 5291951" data-attributes="member: 86638"><p>Something I've learned over the years is that the driving force behind a healthy and successful campaign (one that reaches milestones, one the players will talk about for years to come) is creating and maintaining player interest. Dry, short, uncreative descriptions don't cut it. Detail is only pointless when its irrelevant. Maintaining the atmosphere that the players exist in a living, breathing world where changes occur with or without their participation, rather than a static backdrop for their exploits, is necessary to maintain player interest in what would otherwise be the pointless/trivial imaginings of a person. The more the players exist in the world, the greater their vested interest in the events that unfold will become.</p><p>Really, step back and recognize what your priorities are in relation to those of the players, and you and their expectations for play. My expectation for play is to give the players rewarding and pleasurable experiences, ones of value. If I'm mistaken, please correct me, but my perception is that you are rather trying to provide them with a story (a linear trail) by which they must walk down. Your measure of success, is how closely the players adhere to your plans.</p><p>Stop doing this. If you want to write a story, do so. But don't try to turn your players into puppets. The gameplay is a shared experience, a shared story. On some level, you <em>must</em> cede control of the direction of play and let the players guide the direction. Else... well, you end up with the situation you've recounted.</p><p>Either way, good luck with your DMing.</p><p></p><p>Um... that's actually a fail DM. He provided a (boring) unavoidable obstacle with one solution... with the reward being, the players get to continue going on a quest to find an object they don't give a damn about.</p><p>Really, the players are better than many, and I have met some <em>awful</em> players. At least these guys are engaged in what is happening. Which is surprising, since the DM seems entirely oblivious to what they actually want to do.</p></blockquote><p></p>
[QUOTE="Chrono22, post: 5291951, member: 86638"] Something I've learned over the years is that the driving force behind a healthy and successful campaign (one that reaches milestones, one the players will talk about for years to come) is creating and maintaining player interest. Dry, short, uncreative descriptions don't cut it. Detail is only pointless when its irrelevant. Maintaining the atmosphere that the players exist in a living, breathing world where changes occur with or without their participation, rather than a static backdrop for their exploits, is necessary to maintain player interest in what would otherwise be the pointless/trivial imaginings of a person. The more the players exist in the world, the greater their vested interest in the events that unfold will become. Really, step back and recognize what your priorities are in relation to those of the players, and you and their expectations for play. My expectation for play is to give the players rewarding and pleasurable experiences, ones of value. If I'm mistaken, please correct me, but my perception is that you are rather trying to provide them with a story (a linear trail) by which they must walk down. Your measure of success, is how closely the players adhere to your plans. Stop doing this. If you want to write a story, do so. But don't try to turn your players into puppets. The gameplay is a shared experience, a shared story. On some level, you [I]must[/I] cede control of the direction of play and let the players guide the direction. Else... well, you end up with the situation you've recounted. Either way, good luck with your DMing. Um... that's actually a fail DM. He provided a (boring) unavoidable obstacle with one solution... with the reward being, the players get to continue going on a quest to find an object they don't give a damn about. Really, the players are better than many, and I have met some [I]awful[/I] players. At least these guys are engaged in what is happening. Which is surprising, since the DM seems entirely oblivious to what they actually want to do. [/QUOTE]
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