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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Take, take, and take and never DM. What do players bring to a gaming group?
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="happyelf" data-source="post: 3054685" data-attributes="member: 40394"><p>I thin in a good group, the players help the GM in a lot of ways. </p><p></p><p>My preferred style calls for players to be proactive, and I think overly passive or reactive players put a lot more strain on the GM. Even if the group is mainly directed by the GM, the players should still bring energy and enthusiasm to the table. The Gm should not be left as the sole actor at the table who amps the group up, gives it motion, and tells the story. All these exertions should be shared. The Gm can't haul the game along by themself- the other players have to lend a hand.</p><p></p><p>As for rulings and bad players, the group should recognise that the GM needs the group's support. There are a lot fo situations thta many GM's handle, that lie outside the province of normal GMing- the sorts of these are resolving player conflicts and drama. </p><p></p><p>When it comes to resolving conflicts and other 'dirty work', Some groups prefer to be more democratic, others prefer for the GM to take the lead. But either way the group can't simply leave it up to the GM to do all the grunt work- even if they place authority in his hands, they have to be willing to back up his decisions. </p><p></p><p>The worst case scenario is a group stuck somewhere in between- they exepct the GM to solve the problem, but they won't back them up- or they refuse to talk about the issue, but still expect the GM to run the game with the problem hanging over the grou[s head.</p><p></p><p>It's too easy for players in a difficult situation to dump the mess in the GM's lap, and let them make the hard choices (and maybe lose friends out of it). That's the kind of player behaviour that can really make the GM a choice, even moreso than whatever argument or conlfict caused the problem in the first place.</p></blockquote><p></p>
[QUOTE="happyelf, post: 3054685, member: 40394"] I thin in a good group, the players help the GM in a lot of ways. My preferred style calls for players to be proactive, and I think overly passive or reactive players put a lot more strain on the GM. Even if the group is mainly directed by the GM, the players should still bring energy and enthusiasm to the table. The Gm should not be left as the sole actor at the table who amps the group up, gives it motion, and tells the story. All these exertions should be shared. The Gm can't haul the game along by themself- the other players have to lend a hand. As for rulings and bad players, the group should recognise that the GM needs the group's support. There are a lot fo situations thta many GM's handle, that lie outside the province of normal GMing- the sorts of these are resolving player conflicts and drama. When it comes to resolving conflicts and other 'dirty work', Some groups prefer to be more democratic, others prefer for the GM to take the lead. But either way the group can't simply leave it up to the GM to do all the grunt work- even if they place authority in his hands, they have to be willing to back up his decisions. The worst case scenario is a group stuck somewhere in between- they exepct the GM to solve the problem, but they won't back them up- or they refuse to talk about the issue, but still expect the GM to run the game with the problem hanging over the grou[s head. It's too easy for players in a difficult situation to dump the mess in the GM's lap, and let them make the hard choices (and maybe lose friends out of it). That's the kind of player behaviour that can really make the GM a choice, even moreso than whatever argument or conlfict caused the problem in the first place. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Take, take, and take and never DM. What do players bring to a gaming group?
Top