I’m a long term campaign type of GM. I like setting my players free in my world and letting them explore, giving only minor hooks until they grasp onto something. Once they do, I will then build upon it to create the BBEG. Sure, I have general ideas prepared, but nothing concrete until my players begin to focus on something specific.
The hard part for me is the dual nature of my players. Some will really engage while others do not. I know they are enjoying the campaign, but is it enough? I know when I sit down to a table to play, I want to dig into the story. Who is this guy? Where did he come from? How do we defeat him? When I walk away from the game, I don’t just want story development, I want to have developed as a character, and in their relationships among the rest of the party. Perhaps I have answered my own question. This is hard for me because I project what I want from a game onto my players. So, sometimes I walk away unsatisfied. This is why feedback is so important. It gives me perspective on how the game is going and where it may be lacking. I have had conversations with my players on how I could adjust things within the game, both story and mechanically. I take all of these into consideration, but I am a slow mover. It takes time to adjust and form new habits. Unlearning old ways of doing things to make room for new ones to take their place is a process. Even if it looks like I’m not changing, trust me, I am. Players should be encouraged to give you, the GM, feedback on the game sessions. Take into account what they enjoy and adapt accordingly. They also need to be patient with you while you think about and adjust your own gaming style. After all, this should be a fun game of adventure with friends.
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AuthorJodie Archives
March 2025
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