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What issues should a new group settle up front?
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<blockquote data-quote="helium3" data-source="post: 2752928" data-attributes="member: 31301"><p>Have you ever heard the phrase "it's like herding cats?" While I agree that there are probably some DM's out there that are a bit to Hextorian in nature, there are probably a larger number of groups that suffer because the DM is unwilling to take a leadership role. Being the DM can be a lot of work, especially considering that you can only influence the direction of the game in-directly (if you're performing your role well.)</p><p></p><p>From my experience, the most important thing to do when starting a new game or group is to have the first game session be nothing more than a big chat session about what kind of game the players want to be in (I give them options about the campaign world at this point) and maybe start rolling up characters. We talk about alignments and the type of characters people want to play. That way, if someone changes mid-stream its sort of on record and a lot easier to shame someone into keeping their word. I really try to stress that the party needs to be designed to work well together. Even then, it doesn't always work. It seems like its impossible to avoid running into players that are just in it for the power trip and don't really want to play with the group.</p></blockquote><p></p>
[QUOTE="helium3, post: 2752928, member: 31301"] Have you ever heard the phrase "it's like herding cats?" While I agree that there are probably some DM's out there that are a bit to Hextorian in nature, there are probably a larger number of groups that suffer because the DM is unwilling to take a leadership role. Being the DM can be a lot of work, especially considering that you can only influence the direction of the game in-directly (if you're performing your role well.) From my experience, the most important thing to do when starting a new game or group is to have the first game session be nothing more than a big chat session about what kind of game the players want to be in (I give them options about the campaign world at this point) and maybe start rolling up characters. We talk about alignments and the type of characters people want to play. That way, if someone changes mid-stream its sort of on record and a lot easier to shame someone into keeping their word. I really try to stress that the party needs to be designed to work well together. Even then, it doesn't always work. It seems like its impossible to avoid running into players that are just in it for the power trip and don't really want to play with the group. [/QUOTE]
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