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<blockquote data-quote="billd91" data-source="post: 5679109" data-attributes="member: 3400"><p>Sounds like things are working themselves out. Congratulations on that.</p><p></p><p>One thing everyone has to keep in mind is that, ideally, all RPG campaigns are negotiated between the GM and the players. A GM can say, "This is what I want to run," but players can say "Nah, I don't wanna play that." Similarly, players can say, "I'd like to play in this setting with these rules," but a GM can say, "Nah, I'm not comfortable running that." And in the course of things, you eventually settle on something both groups can accept. That can be easy depending on how easy-going one group or the other is, or hard. </p><p></p><p>It sounds like this time, the player group was less easy-going, more insistent, when before they were more interested in following your lead. That may mean that they've been harboring something akin to this desire for some time - to play a high level campaign with political stakes (or domination) on the line. </p><p></p><p>I would suggest you bring them into some of the setting creation right away, particularly if you're interested in having them GM. Have them flesh out some of the power groupings - guilds, high society clubs, secret societies, etc that they might want to interact with (or have to interact with) in the course of the campaign. Have them write it up with some info on principal NPCs without specifying specific game mechanics (levels, stats, etc) other than in general terms (high level wizard, bard of reknown, retired fighter once known for his prodigious strength). That will be a public resource for the campaign for everyone to know the basics about. But whoever is the GM will run them independently based on the descriptions. That gets everyone involved and invested, takes some work off you, and provides a resource for anyone else to take over as GM. If they want input into the campaign - give it to them.</p></blockquote><p></p>
[QUOTE="billd91, post: 5679109, member: 3400"] Sounds like things are working themselves out. Congratulations on that. One thing everyone has to keep in mind is that, ideally, all RPG campaigns are negotiated between the GM and the players. A GM can say, "This is what I want to run," but players can say "Nah, I don't wanna play that." Similarly, players can say, "I'd like to play in this setting with these rules," but a GM can say, "Nah, I'm not comfortable running that." And in the course of things, you eventually settle on something both groups can accept. That can be easy depending on how easy-going one group or the other is, or hard. It sounds like this time, the player group was less easy-going, more insistent, when before they were more interested in following your lead. That may mean that they've been harboring something akin to this desire for some time - to play a high level campaign with political stakes (or domination) on the line. I would suggest you bring them into some of the setting creation right away, particularly if you're interested in having them GM. Have them flesh out some of the power groupings - guilds, high society clubs, secret societies, etc that they might want to interact with (or have to interact with) in the course of the campaign. Have them write it up with some info on principal NPCs without specifying specific game mechanics (levels, stats, etc) other than in general terms (high level wizard, bard of reknown, retired fighter once known for his prodigious strength). That will be a public resource for the campaign for everyone to know the basics about. But whoever is the GM will run them independently based on the descriptions. That gets everyone involved and invested, takes some work off you, and provides a resource for anyone else to take over as GM. If they want input into the campaign - give it to them. [/QUOTE]
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