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Players should play, and not be heard: Campaign Edition
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<blockquote data-quote="Kobold Boots" data-source="post: 7425373" data-attributes="member: 92239"><p>My contribution here would be to offer this opinion.</p><p></p><p>As a player, I don't think the most important thing is that the DM is invested in the setting. I think that it's more important for the DM to be invested in the players themselves and to be socially minded such that he's not going to flake on the group due to feeling some responsibility to them. As such I'd not run away if the setting was malleable, but I would if there wasn't an understood social contract for the group that covered some expectations around tone and duration of campaign (e.g. how long should I expect the game to run and how often.)</p><p></p><p>It still kind of shocks me when I hand players a table guide at their first session and they ask what it's for. The most important thing to do in a group is to manage expectations and it's not really mentioned in most guides to being a DM.</p><p></p><p>On the matter of existing v emergent worlds; the truth is that anything the players don't interact with doesn't exist and most DM's are best served growing the game by letting the narrative develop the world over time.</p><p>In my case, I have a setting that I've developed slowly over the past three decades, but it sees significant edits every time a new player or new group joins based on the ideas, needs and social sensitivities of the people involved as well as the version of the rules used. Because I think that every DM is somewhere between old crone and new DM every DMs setting is going to be more or less developed based on experience but will still need to adapt based on his or her players.</p><p></p><p>Therefore, the correlation needs to be "The best DMs are the ones with the most real experience with a growing stable of players on a consistent basis over a long period of time." Look at their table trends and how they care for and maintain their friends, not necessarily the setting.</p><p></p><p>Be well</p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7425373, member: 92239"] My contribution here would be to offer this opinion. As a player, I don't think the most important thing is that the DM is invested in the setting. I think that it's more important for the DM to be invested in the players themselves and to be socially minded such that he's not going to flake on the group due to feeling some responsibility to them. As such I'd not run away if the setting was malleable, but I would if there wasn't an understood social contract for the group that covered some expectations around tone and duration of campaign (e.g. how long should I expect the game to run and how often.) It still kind of shocks me when I hand players a table guide at their first session and they ask what it's for. The most important thing to do in a group is to manage expectations and it's not really mentioned in most guides to being a DM. On the matter of existing v emergent worlds; the truth is that anything the players don't interact with doesn't exist and most DM's are best served growing the game by letting the narrative develop the world over time. In my case, I have a setting that I've developed slowly over the past three decades, but it sees significant edits every time a new player or new group joins based on the ideas, needs and social sensitivities of the people involved as well as the version of the rules used. Because I think that every DM is somewhere between old crone and new DM every DMs setting is going to be more or less developed based on experience but will still need to adapt based on his or her players. Therefore, the correlation needs to be "The best DMs are the ones with the most real experience with a growing stable of players on a consistent basis over a long period of time." Look at their table trends and how they care for and maintain their friends, not necessarily the setting. Be well KB [/QUOTE]
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