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Please Just Play the Adventure (One Shots)
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<blockquote data-quote="MGibster" data-source="post: 8675241" data-attributes="member: 4534"><p>One of the difficult things about publishing an adventure is that the author is flying blind. He doesn't typically know the players, their characters, or even the GM. If I write a scenario, I typically I have the advantage of knowing the players, knowing their characters, and, unlike Charlene, not only have I been to paradise but I've also been to me. To me, there's a big difference between players not doing something the way the adventure's author expects them to do it, and not engagning with the adventure at all. And in this particular case, the players spent a lot of time trying to figure out whether they were going to engage with the adventure at all. That's not the fault of the scenario. </p><p></p><p></p><p>You mean their characters? Because the players all signed up to play through an adventure, which, to me, is motivation enough to engage. </p><p></p><p></p><p>That's a fair point, I ran enough Living Greyhawk games to know it's a crapshoot. For the most part, I've had positive experiences running games for strangers. Some of them have gone on to become regular players. </p><p></p><p></p><p>That's another fair point. I did give one of the PCs a drawback making it so they always had to help someone who was in need. The player acknowledged his character had this flaw, but said if the group voted to abandon the rider that he'd go along with it. I could have very easily made other characters law enforcement or something else to give them a more direct motivation to help the rider. </p><p></p><p></p><p>Yeah, that's what happened the last time I participated in a game with a lot of strangers. One of the players jumped to the conclusion that the person who hired us had actually betrayed us, and the adventure was derailed as he insisted we go to confront her. To be fair, this does happen on occasion with my regular group of players. Sometimes they make leaps of logic that makes perfect sense to them but leaves me scratching my head thinking, "Why do you think that?" </p><p></p><p></p><p>That's how I start Star Wars games! </p><p></p><p>I think I'll try to run a few more games with new people and see what sticks.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8675241, member: 4534"] One of the difficult things about publishing an adventure is that the author is flying blind. He doesn't typically know the players, their characters, or even the GM. If I write a scenario, I typically I have the advantage of knowing the players, knowing their characters, and, unlike Charlene, not only have I been to paradise but I've also been to me. To me, there's a big difference between players not doing something the way the adventure's author expects them to do it, and not engagning with the adventure at all. And in this particular case, the players spent a lot of time trying to figure out whether they were going to engage with the adventure at all. That's not the fault of the scenario. You mean their characters? Because the players all signed up to play through an adventure, which, to me, is motivation enough to engage. That's a fair point, I ran enough Living Greyhawk games to know it's a crapshoot. For the most part, I've had positive experiences running games for strangers. Some of them have gone on to become regular players. That's another fair point. I did give one of the PCs a drawback making it so they always had to help someone who was in need. The player acknowledged his character had this flaw, but said if the group voted to abandon the rider that he'd go along with it. I could have very easily made other characters law enforcement or something else to give them a more direct motivation to help the rider. Yeah, that's what happened the last time I participated in a game with a lot of strangers. One of the players jumped to the conclusion that the person who hired us had actually betrayed us, and the adventure was derailed as he insisted we go to confront her. To be fair, this does happen on occasion with my regular group of players. Sometimes they make leaps of logic that makes perfect sense to them but leaves me scratching my head thinking, "Why do you think that?" That's how I start Star Wars games! I think I'll try to run a few more games with new people and see what sticks. [/QUOTE]
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