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General Tabletop Discussion
*TTRPGs General
The top 2 reasons why gaming groups break up (that you can control)
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<blockquote data-quote="milotha" data-source="post: 1474451" data-attributes="member: 17122"><p>I agree that many GMs think that unique worlds equals fun for the players.  This isn't true.  I've found that you can play in a standard world with standard modules and have just as much fun.  It really all depends on the player-GM interactions and the player-player interactions.  I think that if you have a good GM and good players then you can have fun in any setting or almost any module (yes, there are some really bad modules that no one can have fun in).</p><p></p><p>I've also experienced that unique worlds devised by the GM can be less fun than standard worlds.  With unique worlds, I often find that it is hard for the GM to produce all the flavor setting, background, gods, etc information for the campaign.  Yes, you can sit and talk with the GM, but with so many players, the GM only has so much time to convey the world.  With prewritten stuff, I can sit down and read about the world at my leisure without forcing the GM to spend their time on this.  This frees them up to design modules/adentures or design a metaplot around multiple modules/adentures.  I think that better designed, well thought out adventures/modules often result in a more fun campaign than the uniqueness of the world.</p><p></p><p>Sometimes it just seems that GMs use their worlds as a weapon.  First, it limits player options because they have ultimate control over everything.  I've also seen the GM use it to hide obvious information from the players either actively or passively.  Lastly, I've seen GMs use unique worlds as a "display".  Look how creative I am.  Wow, I must be the best GM because no one else in the world can be this interesting and creative. Look at how wild, weird, and special I can be.  The fallacy is that this equates to FUN.</p></blockquote><p></p>
[QUOTE="milotha, post: 1474451, member: 17122"] I agree that many GMs think that unique worlds equals fun for the players. This isn't true. I've found that you can play in a standard world with standard modules and have just as much fun. It really all depends on the player-GM interactions and the player-player interactions. I think that if you have a good GM and good players then you can have fun in any setting or almost any module (yes, there are some really bad modules that no one can have fun in). I've also experienced that unique worlds devised by the GM can be less fun than standard worlds. With unique worlds, I often find that it is hard for the GM to produce all the flavor setting, background, gods, etc information for the campaign. Yes, you can sit and talk with the GM, but with so many players, the GM only has so much time to convey the world. With prewritten stuff, I can sit down and read about the world at my leisure without forcing the GM to spend their time on this. This frees them up to design modules/adentures or design a metaplot around multiple modules/adentures. I think that better designed, well thought out adventures/modules often result in a more fun campaign than the uniqueness of the world. Sometimes it just seems that GMs use their worlds as a weapon. First, it limits player options because they have ultimate control over everything. I've also seen the GM use it to hide obvious information from the players either actively or passively. Lastly, I've seen GMs use unique worlds as a "display". Look how creative I am. Wow, I must be the best GM because no one else in the world can be this interesting and creative. Look at how wild, weird, and special I can be. The fallacy is that this equates to FUN. [/QUOTE]
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