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<blockquote data-quote="Rune" data-source="post: 1056944" data-attributes="member: 67"><p>The problem with surveys, is that people inevitably read teh questions differently. They really aren't a good barometer of the preferences of the gaming group, in my experience.</p><p></p><p>On the other hand, it's a great idea to get fewedback after a game (ask specifically what you could improve and what you did well) and, of course, pay attention to the players' reactions during the game. <em>That</em> is how you keep track of the groups preferences.</p><p></p><p>On the comment about non-DMs lacking creativity, I can think of one outstanding example off the top of my head that stands in opposition to the statement. My brother, an excellent role-player has DMed before, but does not DM. For whatever reasons (lack of time, lack of confidence, lack of a desire to take a leadership position, all vital to DMing), he simply prefers not to run games.</p><p></p><p>He has tons of great ideas and, in fact, regularly breaks rule #1 (never give the DM ideas) just to see what I'll do with it. He's an excellent DM, in fact. He just doesn't DM.</p><p></p><p>As a side note (since Tacky mentioned that he told one of his players about his campaign ideas), I always think it's a bad idea to give away campaign secrets to even those who are good at seperating character knowledge from out-of-game knowledge. It's really unfair to the player.</p><p></p><p>My advice?</p><p></p><p>Run the Fey Modern game anyway; just don't tell the players you're running it. All they need to know is that it's a modern game. If they have the opportunity to figure out what supernatural stuff is happening on their own, the idea will seem a lot fresher than a survey could make it sound.</p><p></p><p>Also, when the guy who said it was too complicated figures out you ran it anyway, you get to say, "I told you so."</p></blockquote><p></p>
[QUOTE="Rune, post: 1056944, member: 67"] The problem with surveys, is that people inevitably read teh questions differently. They really aren't a good barometer of the preferences of the gaming group, in my experience. On the other hand, it's a great idea to get fewedback after a game (ask specifically what you could improve and what you did well) and, of course, pay attention to the players' reactions during the game. [i]That[/i] is how you keep track of the groups preferences. On the comment about non-DMs lacking creativity, I can think of one outstanding example off the top of my head that stands in opposition to the statement. My brother, an excellent role-player has DMed before, but does not DM. For whatever reasons (lack of time, lack of confidence, lack of a desire to take a leadership position, all vital to DMing), he simply prefers not to run games. He has tons of great ideas and, in fact, regularly breaks rule #1 (never give the DM ideas) just to see what I'll do with it. He's an excellent DM, in fact. He just doesn't DM. As a side note (since Tacky mentioned that he told one of his players about his campaign ideas), I always think it's a bad idea to give away campaign secrets to even those who are good at seperating character knowledge from out-of-game knowledge. It's really unfair to the player. My advice? Run the Fey Modern game anyway; just don't tell the players you're running it. All they need to know is that it's a modern game. If they have the opportunity to figure out what supernatural stuff is happening on their own, the idea will seem a lot fresher than a survey could make it sound. Also, when the guy who said it was too complicated figures out you ran it anyway, you get to say, "I told you so." [/QUOTE]
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