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Responsibility for fun: DMs and/or/vs. Players
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<blockquote data-quote="Orius" data-source="post: 2501407" data-attributes="member: 8863"><p>Myself, I think it would be better for a DM to get together a generally like-minded group of people. Not just to make it easier for his own DMing, but to cut down on conflicts among the players. Differences in preference for gaming styles doesn't just affect the DM-player relationship, it also affects the players themselves.</p><p></p><p>Now it's likely that a group won't have a conmpletely perfect match, but as long as the players have generally compatible gaming tastes, it can probably work out over the long run. Most player conflicts come from people who have vastly differing tastes that really aren't all that reconcilable.</p><p></p><p>I think that players really need to communicate with each other before a campaign begins too, though. There's been plenty of cases where a player made a background or decided on motivations for his character that did not work well at all with the rest of the group. I think it's better for a group to make characters that actually have a reason for being together rather than the tired old "You all meet up in a tavern".</p><p></p><p> I also think that it might be good to start out a new group of players who don't don't know each other that well with a more basic style of game, that is the old fashioned dungeon crawl. It doesn't really matter how good each of the players might be at role-playing, it's more of a matter of getting them used to playing the game with each other before going into a lot of heavy in depth role-playing. Otherwise, you get into situation like a player deciding his PC doesn't like another PC, and the player of the second PC taking it personally.</p></blockquote><p></p>
[QUOTE="Orius, post: 2501407, member: 8863"] Myself, I think it would be better for a DM to get together a generally like-minded group of people. Not just to make it easier for his own DMing, but to cut down on conflicts among the players. Differences in preference for gaming styles doesn't just affect the DM-player relationship, it also affects the players themselves. Now it's likely that a group won't have a conmpletely perfect match, but as long as the players have generally compatible gaming tastes, it can probably work out over the long run. Most player conflicts come from people who have vastly differing tastes that really aren't all that reconcilable. I think that players really need to communicate with each other before a campaign begins too, though. There's been plenty of cases where a player made a background or decided on motivations for his character that did not work well at all with the rest of the group. I think it's better for a group to make characters that actually have a reason for being together rather than the tired old "You all meet up in a tavern". I also think that it might be good to start out a new group of players who don't don't know each other that well with a more basic style of game, that is the old fashioned dungeon crawl. It doesn't really matter how good each of the players might be at role-playing, it's more of a matter of getting them used to playing the game with each other before going into a lot of heavy in depth role-playing. Otherwise, you get into situation like a player deciding his PC doesn't like another PC, and the player of the second PC taking it personally. [/QUOTE]
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