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You're doing what? Surprising the DM
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<blockquote data-quote="Jackinthegreen" data-source="post: 6110365" data-attributes="member: 6678119"><p>I'll likewise be doing a numbered list for this:</p><p></p><p>1: I expect this to not only differ from table to table, but to differ between people and maybe even differ for an individual depending on circumstances. For example, I've been told I'm probably too patient for my own good (and learning how to meditate has made this "worse," though I do have some triggers), but no one else is me and I certainly wouldn't expect them to react the same way as I do. I tend to be cool with most things as long as they aren't extreme. The primary thing I'd probably say were I to DM is "I'd prefer not to have nuclear options where people blow up. Nothing is one-sided, so if you feel you absolutely have to have your way you'd better make a damn good argument."</p><p></p><p>2: Time spent doing something is not necessarily a measure of effort. It's not always true investment either because someone might perceive something as jumping through hoops and would rather just jump through the hoops than make a ruckus by saying "I'm bored/don't find this interesting." DMs need to have a good "jump through the hoop" meter with regards to their players because there will always be times where a player is bored but knows that doing something will lead to more interesting things, so they do the boring stuff.</p><p></p><p>3: Players should have most of that responsibility, but the DM does need to create opportunities for the players to do stuff. Sometimes that requires directly or indirectly nudging them, especially if someone isn't very creative or might be forgetful.</p><p></p><p>4: Depends on the players mostly. Some will end up preferring character, others the setting. As a DM, I'd need to figure out what the players prefer and try to cater to that in my own way. As a player, if I had a preference I'd need to make sure it's clear so that the DM knows what's going on.</p><p></p><p>5: I have a hypothesis that most DMs end up having a preference due to what they're comfortable with and good at more than actually preferring a certain kind of play for the qualities of that playstyle. Another hypothesis is they eventually get so used to a certain kind of play because of their players that they end up having a preference for that because it's what they know best and is familiar. I don't really have much data to back either up much less test, but it's something I like to think about. I will say that at the moment I'd prefer my players to be happy because that makes me happy, but I'm so new to the DM game that I really can't predict where I might end up.</p></blockquote><p></p>
[QUOTE="Jackinthegreen, post: 6110365, member: 6678119"] I'll likewise be doing a numbered list for this: 1: I expect this to not only differ from table to table, but to differ between people and maybe even differ for an individual depending on circumstances. For example, I've been told I'm probably too patient for my own good (and learning how to meditate has made this "worse," though I do have some triggers), but no one else is me and I certainly wouldn't expect them to react the same way as I do. I tend to be cool with most things as long as they aren't extreme. The primary thing I'd probably say were I to DM is "I'd prefer not to have nuclear options where people blow up. Nothing is one-sided, so if you feel you absolutely have to have your way you'd better make a damn good argument." 2: Time spent doing something is not necessarily a measure of effort. It's not always true investment either because someone might perceive something as jumping through hoops and would rather just jump through the hoops than make a ruckus by saying "I'm bored/don't find this interesting." DMs need to have a good "jump through the hoop" meter with regards to their players because there will always be times where a player is bored but knows that doing something will lead to more interesting things, so they do the boring stuff. 3: Players should have most of that responsibility, but the DM does need to create opportunities for the players to do stuff. Sometimes that requires directly or indirectly nudging them, especially if someone isn't very creative or might be forgetful. 4: Depends on the players mostly. Some will end up preferring character, others the setting. As a DM, I'd need to figure out what the players prefer and try to cater to that in my own way. As a player, if I had a preference I'd need to make sure it's clear so that the DM knows what's going on. 5: I have a hypothesis that most DMs end up having a preference due to what they're comfortable with and good at more than actually preferring a certain kind of play for the qualities of that playstyle. Another hypothesis is they eventually get so used to a certain kind of play because of their players that they end up having a preference for that because it's what they know best and is familiar. I don't really have much data to back either up much less test, but it's something I like to think about. I will say that at the moment I'd prefer my players to be happy because that makes me happy, but I'm so new to the DM game that I really can't predict where I might end up. [/QUOTE]
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