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<blockquote data-quote="takyris" data-source="post: 1062172" data-attributes="member: 5171"><p>Hey, everybody,</p><p></p><p>Thanks for the support. It really helped. I was really getting frustrated by these "enh" semi-vetoes from people who hadn't really thought about the campaign I'd been doing work to plan.</p><p></p><p>Here's what I think I'm gonna do. I'm going to tell them that I looked at all their surveys, and I've come up with three campaigns. I will actually describe the campaigns with slight spoilers, so that people will know that they're in for cyberpunk aliens or criminal fey. I'll give them a list of three choices, and then tell them to work it out among themselves and come to me only once they've decided which one they want to play.</p><p></p><p>I also plan to directly address the most frustrating problem I saw, which boils down to, "I don't want to be shoehorned through the plot. Also, I don't want to play a heroic adventurer character." Maybe I'm shortsighted, but I don't see how that leaves room for a game. PCs usually consist of either adventurous people out looking for stuff to happen, or ordinary people who get pulled into the action against their better judgment and often against their will. If you have an ordinary Joe who isn't looking for action, and nothing happens to pull him into the action, what exactly do we do all session? We end up playing _Seinfeld d20_, in effect. Yes, roll to see if you get Kramer's obscure reference. Diplomacy check on Elaine? Reflex save to react to that one-liner.</p><p></p><p>I'll have one campaign where people are sucked into the action, and one campaign where PCs must be adventurous and go off looking for action -- and both of these will be up-front and declared beforehand, so that people can pick the one they want.</p><p></p><p>Anyway, thanks again for the help.</p><p></p><p>By the way, in re players vs. DMs imagination -- I find that that tends to be true in a lot of cases, as many stereotypes tend to be true, but it's nowhere near 100%. A good DM must have imagination, but good imagination alone does not make a good DM. Some of my players have great imaginations, but they lack something else that would make them a great DM -- and sometimes the thing that they lack is the desire. I completely agree with whoever said that the DMs are different from the players primarily in that they're more driven, more interested, and more likely to think about and work on the game. That drive is more of a distinguishing factor for me than imagination or inherent intelligence or devilish good looks or anything like that.</p></blockquote><p></p>
[QUOTE="takyris, post: 1062172, member: 5171"] Hey, everybody, Thanks for the support. It really helped. I was really getting frustrated by these "enh" semi-vetoes from people who hadn't really thought about the campaign I'd been doing work to plan. Here's what I think I'm gonna do. I'm going to tell them that I looked at all their surveys, and I've come up with three campaigns. I will actually describe the campaigns with slight spoilers, so that people will know that they're in for cyberpunk aliens or criminal fey. I'll give them a list of three choices, and then tell them to work it out among themselves and come to me only once they've decided which one they want to play. I also plan to directly address the most frustrating problem I saw, which boils down to, "I don't want to be shoehorned through the plot. Also, I don't want to play a heroic adventurer character." Maybe I'm shortsighted, but I don't see how that leaves room for a game. PCs usually consist of either adventurous people out looking for stuff to happen, or ordinary people who get pulled into the action against their better judgment and often against their will. If you have an ordinary Joe who isn't looking for action, and nothing happens to pull him into the action, what exactly do we do all session? We end up playing _Seinfeld d20_, in effect. Yes, roll to see if you get Kramer's obscure reference. Diplomacy check on Elaine? Reflex save to react to that one-liner. I'll have one campaign where people are sucked into the action, and one campaign where PCs must be adventurous and go off looking for action -- and both of these will be up-front and declared beforehand, so that people can pick the one they want. Anyway, thanks again for the help. By the way, in re players vs. DMs imagination -- I find that that tends to be true in a lot of cases, as many stereotypes tend to be true, but it's nowhere near 100%. A good DM must have imagination, but good imagination alone does not make a good DM. Some of my players have great imaginations, but they lack something else that would make them a great DM -- and sometimes the thing that they lack is the desire. I completely agree with whoever said that the DMs are different from the players primarily in that they're more driven, more interested, and more likely to think about and work on the game. That drive is more of a distinguishing factor for me than imagination or inherent intelligence or devilish good looks or anything like that. [/QUOTE]
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