DragonLancer
Hero
Herpes Cineplex said:Say your players disagreed with your signature, or at least didn't think that D&D was only about heroic adventure and doing the right thing. Or maybe they got burned out on heroic adventure and doing the right thing. What if they suddenly decided that they would be having more fun playing in a game where their characters just worried about personal goals, or maybe just about how much money they had and what cool places they could go? And as a corollary, what if they decided they just weren't having fun playing through a game of wall-to-wall world-saving against impossible odds?
Then for the next campaign it gets changed, but the DM should not be held to ransom by the players. All too often thats the attitude presented.
I for one would be happy to run something more mercenary for my players, providing that at some point they played heroic characters again. Thats what the game is about at its core IMO.
As a GM, would you end that campaign, as it apparently is not holding their interest? Would you change the campaign's focus to better fit what they want to do? Would you tell them to just play what's put in front of them, because you're the one running the game and providing the story? (And though I find it hard to believe that anyone would actually do that last one, I've actually seen it happen in real life; the campaign "mysteriously" ended a few sessions later, of course, and "somehow" that GM wasn't ever able to run anything else for that group again.)
Again most of these options feel like pandering solely to the players. D&D is meant to be enjoyable for all involved, not just players. Though if it came to it that the players were really not interested, I would end the game there and then, though I would not be happy, not in the slightest. I would never force them to play something they didn't want to however.
Which is more worth your time and effort, to run a plot that you love but your players don't like, or to run a plot that you sort of like but your players love?
Your missing one. Run a plot that you don't like, but your players love? Again we're back to running soley for the players.
If you were a player in a campaign whose focus had drifted towards something you were totally uninterested in and where you weren't really having much fun, would it be worth your time to keep playing in it? And which is better, to try and get the GM to shift the focus to something more fun for you, or to just "play along" and not have fun in order to keep the game moving?
I am tempted to say the last one to be honest, unless I was really really not enjoying it. If you can work with your DM to create a better game thats the best option, just don't force the DM to doi what he doesn't want to.
But I'm pretty sure that if you ever keep dropping a plot hook in front of the PCs and they keep ignoring it, the smart thing to do is let it go. Figure out why they don't like it, maybe work out a way to revise it so that it interests them if you can manage it, but setting up a situation where the GM is pissed off because the players won't go along with the plot they hate and the players are pissed off because the GM keeps trying to force them to go along with the plot they hate doesn't work out well for anyone.
Can't say that I agree with this all that much. If I as DM have put a lot of effort into a big epic plot, then I do expect my players to at least pay it some attention, even if they decide to be on the fringes of the plot onion.
Not directed at anyone in paticular but quite frankly stop pandering soley to players. I notice its a trend on these boards.
