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What is *worldbuilding* for?
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<blockquote data-quote="Aenghus" data-source="post: 7355236" data-attributes="member: 2656"><p>Communication remains critical in a game. If one or more players are unhappy, that's not good for the game, no more than when the referee is unhappy. Suppressing dissent, cowing players, labeling unhappy players as "entitled" can all go wrong, if the underlying issues are ignored.</p><p></p><p>Often unhappy players are reasonable and have legitimate issues. Even if they are being unreasonable, being unhappy is still an issue for the game. Now the answer in some cases might be people leaving the game, but changes and compromises are possible and happen all the time.</p><p></p><p>Trying to suppress player feedback and ignore player requests works in a very small subset of RPGs, otherwise it's terrible advice. IMO.</p><p></p><p>I constantly try to find out what my players want from my games. It helps me prepare and run them, and be aware when they want stuff I feel dodgy about or don't want to explore.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7355236, member: 2656"] Communication remains critical in a game. If one or more players are unhappy, that's not good for the game, no more than when the referee is unhappy. Suppressing dissent, cowing players, labeling unhappy players as "entitled" can all go wrong, if the underlying issues are ignored. Often unhappy players are reasonable and have legitimate issues. Even if they are being unreasonable, being unhappy is still an issue for the game. Now the answer in some cases might be people leaving the game, but changes and compromises are possible and happen all the time. Trying to suppress player feedback and ignore player requests works in a very small subset of RPGs, otherwise it's terrible advice. IMO. I constantly try to find out what my players want from my games. It helps me prepare and run them, and be aware when they want stuff I feel dodgy about or don't want to explore. [/QUOTE]
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