As someone who has exclusively played as a Player (something I always state when talking about this sort of shit, so I can keep my own bias in mind), this thread is full of important things to keep in mind. https://twitter.com/AnaMardoll/status/1350489801716330500
Your games really shouldn't ever be "The Players v. The GM"; yes, the GM controls the monsters and the other part of the plot, but both parties are ultimately creating the story together and that works better with a foundation of cooperation.
(If anything, your game should be "The Players v. The GodsdaMNED RNG FUCK THESE DICE AND FUCK THIS DICEROLLER".)
Ahem.
The GMs I play have started talking to the players about upcoming campaigns so we have a better idea of what we want and what they want to do. If you apply limits *before* the start of a campaign, they become much easier to handle, and can help guide a character idea.
The GMs I play have started talking to the players about upcoming campaigns so we have a better idea of what we want and what they want to do. If you apply limits *before* the start of a campaign, they become much easier to handle, and can help guide a character idea.
It also lets you know if maybe this upcoming game won't be your jam. I've listened to upcoming game ideas before and have said "I don't think I would mesh with this at all" and sat out.
And I can assure you, those campaigns were much better off for it.
And I can assure you, those campaigns were much better off for it.
They had a tonne of fun, and it was great hearing about what was happening after various sessions. But there were also countless times I found myself thinking "that's cool, but I'm glad I didn't have to deal with that; I would have handled it *poorly*."
Anyway, I'm rambling again, so I'll just restate "good thread; respect your GM, respect your players, and of course, respect yourself."