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<blockquote data-quote="Thomas Shey" data-source="post: 9352125" data-attributes="member: 7026617"><p>1. Understand that its going to be hard to get everyone on-board the same kind of campaign in many cases. Sometimes it may be impossible and, at best, you'll end up with people playing games they really aren't enjoying, and that will probably have malign impact. This is even worse if you have people who have wants that are not only contrary, but actively so (so that supplying what one player wants will supply something another player actively dislikes).</p><p></p><p>2. This is related to something an earlier poster said, but unless you're able and willing to force the situation (and how well that'll work depends on both the system and the player) avoid single-points-of-failure, where if a given event doesn't go a particular way the adventure you're running comes to a screeching halt.</p><p></p><p>3. As a GM, lose the god complex, or better yet, never develop it in the first place. It wasn't a great look forty years ago and its an even worse one now. You may get cut more slack than a player for any number of reasons, but feeling like you have all the answers and one (or especially more) players disagreeing with you is liege majesty is a really good way to not only not get a game your players want, but not get one you do, either.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9352125, member: 7026617"] 1. Understand that its going to be hard to get everyone on-board the same kind of campaign in many cases. Sometimes it may be impossible and, at best, you'll end up with people playing games they really aren't enjoying, and that will probably have malign impact. This is even worse if you have people who have wants that are not only contrary, but actively so (so that supplying what one player wants will supply something another player actively dislikes). 2. This is related to something an earlier poster said, but unless you're able and willing to force the situation (and how well that'll work depends on both the system and the player) avoid single-points-of-failure, where if a given event doesn't go a particular way the adventure you're running comes to a screeching halt. 3. As a GM, lose the god complex, or better yet, never develop it in the first place. It wasn't a great look forty years ago and its an even worse one now. You may get cut more slack than a player for any number of reasons, but feeling like you have all the answers and one (or especially more) players disagreeing with you is liege majesty is a really good way to not only not get a game your players want, but not get one you do, either. [/QUOTE]
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