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So, whos game is it anyway?
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<blockquote data-quote="WayneLigon" data-source="post: 1231949" data-attributes="member: 3649"><p>That's really two different questions <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>I run what I think will interest my players over what will interest me most of the time, since my idea of what is interesting is often very much opposed to what everyone else wants. Yes, this makes for some frustration on my part and leads to short campaigns sometimes. But it comes down to this: there are only two people in the current group who have the time or inclination to GM and I'm one of them. The other GM works retail and always needs a break around Xmas season. So I have to run now if I want a game that week, which I do. </p><p> </p><p>Me, myself, I'd rather be running <em>Mutants and Masterminds</em>. I love the superhero genre above almost anything else, and that love has not waned over the years. However, finding people to play in a superhero genre is not a very easy thing at all. There is only one other person in the current group who in enthusiastic about the genre (I normally run a very four-color Silver-Ageish campaign when I do one; if you're not a comics fan, you're simply not going to 'get' most of the genre conventions). </p><p> </p><p>So, I'm running <em>Arcana Unearthed.</em> I like it well enough, and surprisingly everyone else seems to as well. To the point that ALL of them went and bought the book. That's amazing. </p><p> </p><p>'Does running a story-based game work?' is another question <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p> </p><p>I'm assuming by this you mean 'I have a beginning, middle and end plotted out right at the start'.</p><p> </p><p>Yes, it can, if there is buy-in from the very beginning. You need to sit everyone down and tell them what is expected of them, and go over the various themes you'll be using. If anyone has a problem with it, back up and rethink. </p><p> </p><p>Be prepared to adjust. Be like JMS doing Bab 5; have the general idea out there. Know where you are starting and know where you want to go. Sometimes do a game that works towards that goal, sometimes not. Be prepared for the worst and have alternate plans - but make them really alternate plans, and not just sidetracks that put everything back on track later. Be prepared for the story to end badly, too. Don't make everything depend on X (especially as you near the goal), because as we all know, X will then not happen. Be prepared for what happens when X does <em>not</em> happen.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 1231949, member: 3649"] That's really two different questions :) I run what I think will interest my players over what will interest me most of the time, since my idea of what is interesting is often very much opposed to what everyone else wants. Yes, this makes for some frustration on my part and leads to short campaigns sometimes. But it comes down to this: there are only two people in the current group who have the time or inclination to GM and I'm one of them. The other GM works retail and always needs a break around Xmas season. So I have to run now if I want a game that week, which I do. Me, myself, I'd rather be running [i]Mutants and Masterminds[/i]. I love the superhero genre above almost anything else, and that love has not waned over the years. However, finding people to play in a superhero genre is not a very easy thing at all. There is only one other person in the current group who in enthusiastic about the genre (I normally run a very four-color Silver-Ageish campaign when I do one; if you're not a comics fan, you're simply not going to 'get' most of the genre conventions). So, I'm running [i]Arcana Unearthed.[/i] I like it well enough, and surprisingly everyone else seems to as well. To the point that ALL of them went and bought the book. That's amazing. 'Does running a story-based game work?' is another question :) I'm assuming by this you mean 'I have a beginning, middle and end plotted out right at the start'. Yes, it can, if there is buy-in from the very beginning. You need to sit everyone down and tell them what is expected of them, and go over the various themes you'll be using. If anyone has a problem with it, back up and rethink. Be prepared to adjust. Be like JMS doing Bab 5; have the general idea out there. Know where you are starting and know where you want to go. Sometimes do a game that works towards that goal, sometimes not. Be prepared for the worst and have alternate plans - but make them really alternate plans, and not just sidetracks that put everything back on track later. Be prepared for the story to end badly, too. Don't make everything depend on X (especially as you near the goal), because as we all know, X will then not happen. Be prepared for what happens when X does [i]not[/i] happen. [/QUOTE]
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