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RPG Evolution: Oh No, Everyone's Here!
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<blockquote data-quote="talien" data-source="post: 8821141" data-attributes="member: 3285"><p>For the context of my "ego" statement, I didn't mean it was about "beating" the players. I consider myself the host, and I want to show them a good time. But this is not a simple social gathering, there are goals, and getting to the end of the goal early potentially ends the fun.</p><p></p><p>It's a bit like planning food/drink for a regular party, inviting a lot of folks, and then being unprepared when everyone shows up. I had some slush built into the system assuming not everyone would show, and now we have an awkward conclusion where I tell everyone "sorry folks, we've run out, we have to wrap up early, party's over."</p><p></p><p>When I mentioned putting my ego aside, it was in the context of feeling like I failed to prepare appropriately. I think it's great the players jumped ahead, but the downside is if I don't have more content ready to go, that evening is essentially over. I don't want players to feel punished for "winning quickly." Conversely, I made the judgement call that ending quickly was in the best interest of most of my group because they had a rough night before and day ahead. But surely, not everyone was thrilled that the game ended that fast.</p><p></p><p>There are plenty of nights where this is the opposite, where things drag on so much we either have to speed things up or pause awkwardly in mid-combat (and then worry about picking things up potentially weeks later). So in the big scheme of things this is rare, and there are plenty of fun-filled games. But it does happen, and I think there's value in discussing what to do when it does and why it may be okay sometimes to end the game early.</p></blockquote><p></p>
[QUOTE="talien, post: 8821141, member: 3285"] For the context of my "ego" statement, I didn't mean it was about "beating" the players. I consider myself the host, and I want to show them a good time. But this is not a simple social gathering, there are goals, and getting to the end of the goal early potentially ends the fun. It's a bit like planning food/drink for a regular party, inviting a lot of folks, and then being unprepared when everyone shows up. I had some slush built into the system assuming not everyone would show, and now we have an awkward conclusion where I tell everyone "sorry folks, we've run out, we have to wrap up early, party's over." When I mentioned putting my ego aside, it was in the context of feeling like I failed to prepare appropriately. I think it's great the players jumped ahead, but the downside is if I don't have more content ready to go, that evening is essentially over. I don't want players to feel punished for "winning quickly." Conversely, I made the judgement call that ending quickly was in the best interest of most of my group because they had a rough night before and day ahead. But surely, not everyone was thrilled that the game ended that fast. There are plenty of nights where this is the opposite, where things drag on so much we either have to speed things up or pause awkwardly in mid-combat (and then worry about picking things up potentially weeks later). So in the big scheme of things this is rare, and there are plenty of fun-filled games. But it does happen, and I think there's value in discussing what to do when it does and why it may be okay sometimes to end the game early. [/QUOTE]
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