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<blockquote data-quote="Nagol" data-source="post: 7587225" data-attributes="member: 23935"><p>I'm a very long time DM who very occasionally gets to play. I find there is limited correlation, at best.</p><p></p><p>As a player, I'm happy to play in humour campaigns/systems. As a DM, I avoid them as much as a I can.</p><p></p><p>As a player, I strongly dislike systems where the expectation is characters will slowly worsen and die/go mad/something worse and will pass on playing. Though not my first choice for a system, I'll happily run them as a special event or if a player group approaches me and I have the free time. </p><p></p><p>As a player, I want a game where I can spend as much time as possible immersed in my character. I do not want to be controlling other game entities, dictating events that my character cannot cause, or engaging in world-building of any form. As a DM, I'm happy to run game engines and/or include tools to allow the above in my campaigns.</p><p></p><p>The old saw of 'to succeed in a campaign, discover what the DM would want to do and do that' is partly right though. Campaign expectations drive in-game consequence and the DM is generally in control of campaign responses and difficulties. If the DM is expecting highly motivated PCs that are going to ferret out their own adventures then a more passive group is going to have a boring and frustrating game. If the DM is expecting high adventure but the players want grittier low-fantasy then the group is going to clash over detail a lot. If the DM is expecting Black vs. White but the players want shades of grey to dominate then there will be frustration again.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7587225, member: 23935"] I'm a very long time DM who very occasionally gets to play. I find there is limited correlation, at best. As a player, I'm happy to play in humour campaigns/systems. As a DM, I avoid them as much as a I can. As a player, I strongly dislike systems where the expectation is characters will slowly worsen and die/go mad/something worse and will pass on playing. Though not my first choice for a system, I'll happily run them as a special event or if a player group approaches me and I have the free time. As a player, I want a game where I can spend as much time as possible immersed in my character. I do not want to be controlling other game entities, dictating events that my character cannot cause, or engaging in world-building of any form. As a DM, I'm happy to run game engines and/or include tools to allow the above in my campaigns. The old saw of 'to succeed in a campaign, discover what the DM would want to do and do that' is partly right though. Campaign expectations drive in-game consequence and the DM is generally in control of campaign responses and difficulties. If the DM is expecting highly motivated PCs that are going to ferret out their own adventures then a more passive group is going to have a boring and frustrating game. If the DM is expecting high adventure but the players want grittier low-fantasy then the group is going to clash over detail a lot. If the DM is expecting Black vs. White but the players want shades of grey to dominate then there will be frustration again. [/QUOTE]
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