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<blockquote data-quote="CharlesRyan" data-source="post: 4605538" data-attributes="member: 5265"><p>I think the OP should take a look at his stance from the players' side of the screen.</p><p></p><p>I gather that this isn't a group of life-long gaming buddies, but rather a group of players who are relatively new to each other. So you're in such a group, and someone says "I'm willing to run a game, and I have a pretty cool campaign idea, but it's my way or the highway. What I say goes without question; if you don't like that, I'm perfectly happy not to DM."</p><p></p><p>Would you agree to that? I might, but only with an "I'll give it a try, but I'm outta here if and when things go south" sorta attitude.</p><p></p><p>So the campaign starts up, and the players are generally having a good time, but are chafing with some of the OP's rulings. Now they're in a position where they have to either A) live with rulings that rub them wrong; B) quit a game they may otherwise be enjoying; or C) test the "my way or the highway" rule by making their concerns known. (Concerns which, no matter how well researched the house rules are, may still be perfectly valid.)</p><p></p><p>What would you do?</p><p></p><p>OP, are you seriously surprised that some of them went for option C? (And others, apparently, for option B?)</p><p></p><p>And where's the benefit in all this inflexibility? Are your house rules and DMing style really making the game <em>so much fun</em> (for them and for you) that they're worth sticking with even if the group falls apart? It seems like your players are a little conflicted on that one.</p><p></p><p>Put another way, is your way <em>really</em> better than the highway?</p></blockquote><p></p>
[QUOTE="CharlesRyan, post: 4605538, member: 5265"] I think the OP should take a look at his stance from the players' side of the screen. I gather that this isn't a group of life-long gaming buddies, but rather a group of players who are relatively new to each other. So you're in such a group, and someone says "I'm willing to run a game, and I have a pretty cool campaign idea, but it's my way or the highway. What I say goes without question; if you don't like that, I'm perfectly happy not to DM." Would you agree to that? I might, but only with an "I'll give it a try, but I'm outta here if and when things go south" sorta attitude. So the campaign starts up, and the players are generally having a good time, but are chafing with some of the OP's rulings. Now they're in a position where they have to either A) live with rulings that rub them wrong; B) quit a game they may otherwise be enjoying; or C) test the "my way or the highway" rule by making their concerns known. (Concerns which, no matter how well researched the house rules are, may still be perfectly valid.) What would you do? OP, are you seriously surprised that some of them went for option C? (And others, apparently, for option B?) And where's the benefit in all this inflexibility? Are your house rules and DMing style really making the game [I]so much fun[/I] (for them and for you) that they're worth sticking with even if the group falls apart? It seems like your players are a little conflicted on that one. Put another way, is your way [I]really[/I] better than the highway? [/QUOTE]
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