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<blockquote data-quote="Hussar" data-source="post: 9032357" data-attributes="member: 22779"><p>Yeah. Don’t do what [USER=7024481]@nevin[/USER] suggests. That’s just really bad advice. </p><p></p><p>Look, as someone who has had to deal with a lot of new to the table players over the year, my advice is twofold. </p><p></p><p>1. Be absolutely crystal clear about your game when recruiting players. Your first mistake was just asking what they want and then rejecting what they tell you in favour of what you want to run. </p><p></p><p>You can’t both ask the players what they want to play and then insist they play what you want to run. If you have fairly specific ideas about the game, you have to be absolutely crystal clear about that to your players. </p><p></p><p>If half the players quit your game after you run a session that’s on you. You failed to communicate what they should expect from your game. </p><p></p><p>Secondly, do not try to resolve these things “in character “. You are fundamentally playing a different game from your players and any “in game” resolution will fail. They just won’t understand any more than if you tried castling in Monopoly. </p><p></p><p>In the immortal words, “What we have here is a failure to communicate.”</p></blockquote><p></p>
[QUOTE="Hussar, post: 9032357, member: 22779"] Yeah. Don’t do what [USER=7024481]@nevin[/USER] suggests. That’s just really bad advice. Look, as someone who has had to deal with a lot of new to the table players over the year, my advice is twofold. 1. Be absolutely crystal clear about your game when recruiting players. Your first mistake was just asking what they want and then rejecting what they tell you in favour of what you want to run. You can’t both ask the players what they want to play and then insist they play what you want to run. If you have fairly specific ideas about the game, you have to be absolutely crystal clear about that to your players. If half the players quit your game after you run a session that’s on you. You failed to communicate what they should expect from your game. Secondly, do not try to resolve these things “in character “. You are fundamentally playing a different game from your players and any “in game” resolution will fail. They just won’t understand any more than if you tried castling in Monopoly. In the immortal words, “What we have here is a failure to communicate.” [/QUOTE]
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