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<blockquote data-quote="The-Magic-Sword" data-source="post: 9270381" data-attributes="member: 6801252"><p>Usually I drive everything as GM, but not only do I only start pushing for us to try something only once I see that it has something for everyone in the group, I tend to get some of them excited for the idea before I actually propose playing it.</p><p></p><p>This actually came up kind of recently when one of the players started pushing to try Cyberpunk RED, but everyone else was kind of meh on it, I ended up getting them all excited for Chronicles of Darkness instead and the original player was pretty happy since it contained major elements of what appealed to them about Cyberpunk-- it was just a better fit for everyone else too. So now they've got their katana wielding, submachine gun toting vamp riding around on a crotch rocket, and the seedy setting elements and protagonists they'd expect from Cyberpunk.</p><p></p><p> As a boundary though, I do come down heavily on the side of "I like playing with you, so I hope you'll join me for this new campaign I'm planning to do" as opposed to it being a full on group decision -- too many bad experiences with people trying to rationalize themselves a veto power out of the idea that we're a consistent group that can only do things everyone agrees to, or trying to maximize the time we spend playing the game we normally play by taking for granted I'll be willing to run Pathfinder that night if not everyone is on board with the other game.</p><p></p><p>Instead each game is a different group, which might or might not be the same people, depending on who wants to be a part of it-- usually it ends up being the same core of regulars once it's clear that they can't actually make me run something different that night (which itself, obviously depends on me having enough players to go forward with the other thing.)</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9270381, member: 6801252"] Usually I drive everything as GM, but not only do I only start pushing for us to try something only once I see that it has something for everyone in the group, I tend to get some of them excited for the idea before I actually propose playing it. This actually came up kind of recently when one of the players started pushing to try Cyberpunk RED, but everyone else was kind of meh on it, I ended up getting them all excited for Chronicles of Darkness instead and the original player was pretty happy since it contained major elements of what appealed to them about Cyberpunk-- it was just a better fit for everyone else too. So now they've got their katana wielding, submachine gun toting vamp riding around on a crotch rocket, and the seedy setting elements and protagonists they'd expect from Cyberpunk. As a boundary though, I do come down heavily on the side of "I like playing with you, so I hope you'll join me for this new campaign I'm planning to do" as opposed to it being a full on group decision -- too many bad experiences with people trying to rationalize themselves a veto power out of the idea that we're a consistent group that can only do things everyone agrees to, or trying to maximize the time we spend playing the game we normally play by taking for granted I'll be willing to run Pathfinder that night if not everyone is on board with the other game. Instead each game is a different group, which might or might not be the same people, depending on who wants to be a part of it-- usually it ends up being the same core of regulars once it's clear that they can't actually make me run something different that night (which itself, obviously depends on me having enough players to go forward with the other thing.) [/QUOTE]
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