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Rejecting the Premise in a Module
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<blockquote data-quote="Helldritch" data-source="post: 8058239" data-attributes="member: 6855114"><p>If you take an AP and play it as is without adjustment, you are extremely lucky or this AP was specifically designed for your group. In every AP that I have DMed, I have always adapted them to the specific group that would be playing it. This requires a minimal amount of work (in general, but there are exceptions) and the pay off is really big. </p><p></p><p>As for our topic, It did happened to me that a whole group rejected an adventure that I had written. I stopped the game immediately and talked about it. After a heated debate, a charismatic player conviced the others to wholy reject the premisses and the adventure itself without even trying it. The player in question was about to divorce and was bringing his personnal problems to the game (this fact was unknown to all at that time). But he was charismatic, very much. Long story short, the group dissolved through no fault of my own. I had done a lot of work to make this adventure but because of one player it fell short. I went on with the second group and they had a blast doing the adventure that was designed for the other group. </p><p></p><p>After 2 months, the guy finally divorced and him and his group asked to come back. They were regretting their decision as the other groups were retelling their adventures and it was evident that they were enjoying it. Unfortunately, I had already built a second group. It took them nine years to come back because there was a waiting list to get in my games and when the factory closed, I left for an other area in order to work. When the factory reopened in 2012, I came back and called back previous players. Many had moved as I had done and were not available. I had enough players for two groups including the one that had left before ( including the charismatic one). </p><p></p><p>When a DM prepares adventures, bought or otherwise, that DM puts a lot of work into it. This is something that many players forget. All this work should bring a small dose of lattitude to the DM and players should get along at least for a while. Players should indulge in the adventure for a few sessions to get an idea of what the adventure is about. If after a few sessions, it is evident that it is not their cup of tea, then a discussion should occur. A good DM will listen and adjust to the complains and adjust. A better DM will adjust way before such a discussion has to happen. But the players should at least give it a try. It is a question of mutual respect.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8058239, member: 6855114"] If you take an AP and play it as is without adjustment, you are extremely lucky or this AP was specifically designed for your group. In every AP that I have DMed, I have always adapted them to the specific group that would be playing it. This requires a minimal amount of work (in general, but there are exceptions) and the pay off is really big. As for our topic, It did happened to me that a whole group rejected an adventure that I had written. I stopped the game immediately and talked about it. After a heated debate, a charismatic player conviced the others to wholy reject the premisses and the adventure itself without even trying it. The player in question was about to divorce and was bringing his personnal problems to the game (this fact was unknown to all at that time). But he was charismatic, very much. Long story short, the group dissolved through no fault of my own. I had done a lot of work to make this adventure but because of one player it fell short. I went on with the second group and they had a blast doing the adventure that was designed for the other group. After 2 months, the guy finally divorced and him and his group asked to come back. They were regretting their decision as the other groups were retelling their adventures and it was evident that they were enjoying it. Unfortunately, I had already built a second group. It took them nine years to come back because there was a waiting list to get in my games and when the factory closed, I left for an other area in order to work. When the factory reopened in 2012, I came back and called back previous players. Many had moved as I had done and were not available. I had enough players for two groups including the one that had left before ( including the charismatic one). When a DM prepares adventures, bought or otherwise, that DM puts a lot of work into it. This is something that many players forget. All this work should bring a small dose of lattitude to the DM and players should get along at least for a while. Players should indulge in the adventure for a few sessions to get an idea of what the adventure is about. If after a few sessions, it is evident that it is not their cup of tea, then a discussion should occur. A good DM will listen and adjust to the complains and adjust. A better DM will adjust way before such a discussion has to happen. But the players should at least give it a try. It is a question of mutual respect. [/QUOTE]
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