Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Supplemental books: Why the compulsion to buy and use, but complain about it?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Campbell" data-source="post: 6401929" data-attributes="member: 16586"><p>What works for one group may not necessarily work for any other. The best way to play a particular game is highly dependent on particular mix of players, what the GM's strengths and weaknesses are, as well as the vagaries of the game being played.</p><p></p><p>For my part, when I run a game what I value most are engaged and energetic players who play characters with meaningful dramatic needs that will seek out rather than avoid conflict, build relationships rather than go it alone, and who take ownership of the game as a whole.</p><p></p><p>We're currently in the character creation process for the Demon - The Descent game I'll be running. Here's what I outlined to my players: </p><p></p><p></p><p>From there my job has been to ask questions like:</p><ul> <li data-xf-list-type="ul">How did you fall from the God Machine's grace?</li> <li data-xf-list-type="ul">Who would you trust with your secret?</li> <li data-xf-list-type="ul">Where do you go to blow off steam?</li> <li data-xf-list-type="ul">How does (Character 1) know (Character 2)?</li> </ul><p></p><p>So far I have a mind-reading gypsy fortune teller stuck in Detroit (or so the Demon's cover states), a stay at home husband socialite who is planning to bring down Detroit's electrical grid, a rumor mongering street preacher, and a homicide detective all with meaningful hooks into the game's setting and defined relationships with each other that their players are intimately aware of because they wrote them. I have inklings of places, characters, and situations I could present but no particular plans. When we start play a week from this Sunday I'll present a situation with open questions for them to solve together while pursuing their own ends. I don't really have a firm setting prepared. For me the fun part of running a game is letting players run wild and seeing how they respond to conflict and dealing with the consequences of the decisions they make.</p><p></p><p>I'm running the game in the way I do for a couple of reasons. I'm not great at intricately plotted scenarios with a lot of secret back story. I have little interest in world building and setting exploration, but character motivation and finding out what happens deeply interests me. I have players who identify strongly with the characters they make and portray. </p><p></p><p>That being said I don't think the open ended way I'm running this game works for all games or groups. If I were running an exploration focused B/X D&D game I'd be using different principles. With different players I'd have to adjust my approach. I'm going to have more procedural conflicts than I would prefer in a perfect situation because a couple of my players are not big on dramatic conflict. As sessions go on I'll adjust my principles based on the results of play. </p><p></p><p>I don't think there really is such a thing as a great GM in a vacuum. There are only great game/group fits. This goes for players as well. I think the most fruitful approach is to simply know your players, know yourself, and try to determine the best way to do things for a particular situation and not be afraid to make adjustments over time. I think when you focus on who has a right to do a thing you're starting out on bad footing. It doesn't matter who is right and who is wrong. What matters is what approach will lead to the best gaming for your particular group.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6401929, member: 16586"] What works for one group may not necessarily work for any other. The best way to play a particular game is highly dependent on particular mix of players, what the GM's strengths and weaknesses are, as well as the vagaries of the game being played. For my part, when I run a game what I value most are engaged and energetic players who play characters with meaningful dramatic needs that will seek out rather than avoid conflict, build relationships rather than go it alone, and who take ownership of the game as a whole. We're currently in the character creation process for the Demon - The Descent game I'll be running. Here's what I outlined to my players: From there my job has been to ask questions like: [LIST] [*]How did you fall from the God Machine's grace? [*]Who would you trust with your secret? [*]Where do you go to blow off steam? [*]How does (Character 1) know (Character 2)? [/LIST] So far I have a mind-reading gypsy fortune teller stuck in Detroit (or so the Demon's cover states), a stay at home husband socialite who is planning to bring down Detroit's electrical grid, a rumor mongering street preacher, and a homicide detective all with meaningful hooks into the game's setting and defined relationships with each other that their players are intimately aware of because they wrote them. I have inklings of places, characters, and situations I could present but no particular plans. When we start play a week from this Sunday I'll present a situation with open questions for them to solve together while pursuing their own ends. I don't really have a firm setting prepared. For me the fun part of running a game is letting players run wild and seeing how they respond to conflict and dealing with the consequences of the decisions they make. I'm running the game in the way I do for a couple of reasons. I'm not great at intricately plotted scenarios with a lot of secret back story. I have little interest in world building and setting exploration, but character motivation and finding out what happens deeply interests me. I have players who identify strongly with the characters they make and portray. That being said I don't think the open ended way I'm running this game works for all games or groups. If I were running an exploration focused B/X D&D game I'd be using different principles. With different players I'd have to adjust my approach. I'm going to have more procedural conflicts than I would prefer in a perfect situation because a couple of my players are not big on dramatic conflict. As sessions go on I'll adjust my principles based on the results of play. I don't think there really is such a thing as a great GM in a vacuum. There are only great game/group fits. This goes for players as well. I think the most fruitful approach is to simply know your players, know yourself, and try to determine the best way to do things for a particular situation and not be afraid to make adjustments over time. I think when you focus on who has a right to do a thing you're starting out on bad footing. It doesn't matter who is right and who is wrong. What matters is what approach will lead to the best gaming for your particular group. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supplemental books: Why the compulsion to buy and use, but complain about it?
Top