Clint_L
Legend
Look, I know this is going to a somewhat controversial take. But hear me out, because it is not coming from a selfish place, and is rooted in decades of experience as a teacher. I get good results as a teacher. My kids do well in highly competitive IB classes, I get lots of thank you and little gifts and things, and I have a strong professional reputation. That's not to brag, but to establish a bit of credentials up front. And I, frankly, prioritize my own tastes when it comes to what I teach.
When I am planning a new unit to teach, I always start by asking "What would be super fun for me to teach? What I am into and excited about?" And that's because I know I will do a better job when I am really into the subject matter. I'll put the extra hours in, I'll be more creative in my planning, and I'll be more excited during the classes. I just did a new unit on Calvin and Hobbes (teaching non-literary texts is a required component of IB Language and Literature). Because I love C&H, and it fit well with our planning goals. And the kids loved it, picked up technical terminology quickly, wrote fantastic papers, and many used it in their Individual Oral exam at the end of the year to resounding results (it's a big deal, worth a ton of marks towards earning their first year university credit). If the teacher is passionate, the kids pick up on it. They get into it. Engagement is way up. They have fun. And they learn better.
In many current threads, we are discussing a sort of perception that there is a big tension between player needs and DM needs. But I don't think that's right. I think they are basically the same thing. In your initial planning, don't worry too much about what your players want. Worry about what will be fun for you. You're going to be doing a lot of work, way more than they will, and you need to be excited for it. Or the campaign will suck, you'll suck at running it, the players won't be engaged, and it'll fall apart.
But if you are super into what you are running, I pretty much guarantee that your players will be into it as well. They might not have chosen it to start with, but that doesn't matter - you'll never please everyone, anyway, so don't worry too much about that. Just worry about making your games awesome, and to do that, they need to feel awesome. To you.
Now, obviously the world is nuanced. There are different groups and personalities in the world. But the dynamics of running a campaign of 4-6 friends are, frankly, nothing compared to the dynamics of running a class full of hormonal teenagers. There are certainly different ways that every teacher modifies their plans to take into account each particular class, and we modify them very day to account for mood, context, etc. But you don't need to cater to every person. As a baseline, love what you are doing. For yourself. That's how you get engagement, and that's how they get success. Enthusiasm is infectious.
When I am planning a new unit to teach, I always start by asking "What would be super fun for me to teach? What I am into and excited about?" And that's because I know I will do a better job when I am really into the subject matter. I'll put the extra hours in, I'll be more creative in my planning, and I'll be more excited during the classes. I just did a new unit on Calvin and Hobbes (teaching non-literary texts is a required component of IB Language and Literature). Because I love C&H, and it fit well with our planning goals. And the kids loved it, picked up technical terminology quickly, wrote fantastic papers, and many used it in their Individual Oral exam at the end of the year to resounding results (it's a big deal, worth a ton of marks towards earning their first year university credit). If the teacher is passionate, the kids pick up on it. They get into it. Engagement is way up. They have fun. And they learn better.
In many current threads, we are discussing a sort of perception that there is a big tension between player needs and DM needs. But I don't think that's right. I think they are basically the same thing. In your initial planning, don't worry too much about what your players want. Worry about what will be fun for you. You're going to be doing a lot of work, way more than they will, and you need to be excited for it. Or the campaign will suck, you'll suck at running it, the players won't be engaged, and it'll fall apart.
But if you are super into what you are running, I pretty much guarantee that your players will be into it as well. They might not have chosen it to start with, but that doesn't matter - you'll never please everyone, anyway, so don't worry too much about that. Just worry about making your games awesome, and to do that, they need to feel awesome. To you.
Now, obviously the world is nuanced. There are different groups and personalities in the world. But the dynamics of running a campaign of 4-6 friends are, frankly, nothing compared to the dynamics of running a class full of hormonal teenagers. There are certainly different ways that every teacher modifies their plans to take into account each particular class, and we modify them very day to account for mood, context, etc. But you don't need to cater to every person. As a baseline, love what you are doing. For yourself. That's how you get engagement, and that's how they get success. Enthusiasm is infectious.






