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Worlds of Design: What’s Your Objective?
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<blockquote data-quote="MNblockhead" data-source="post: 9013985" data-attributes="member: 6796661"><p>I tend to run games where the players have to struggle. Overcoming the challenges help create a fun of accomplishment. Many of our combat sessions are more technical, and there is players may get annoyed, disappointed, and upset depending on how things go down. But that's all part of making making success more enjoyable. </p><p></p><p>As I DM, I have to basically split into two main personalities. One is the game referee where I try to keep the game fair and engaging. But my other personality is adversarial. Where I have to play the antagonists as if they would like to win. Obviously, that means role playing the enemy NPCs to build a sense of conflict and threat. But even in the metagame, as a DM, I like to goad my players, express pleasure when my enemy NPCs get in a good hit, and express displeasure when they die. I think the metagaming trash talking helps build the in-game sense of conflict and danger. </p><p></p><p>It wouldn't work with all groups and antagonistic DMs are the topics of many bad-DM stories, but when used with restrain, balanced by an overall goal of fairness and wanting the entire table to enjoy the game it can make the game more engaging and help the players gel into a party. </p><p></p><p>In short, the underlying goal is to help everyone find enjoyment by struggling to overcome challenges. </p><p>The hammed-up spoken goal is: to kill all the PCs.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9013985, member: 6796661"] I tend to run games where the players have to struggle. Overcoming the challenges help create a fun of accomplishment. Many of our combat sessions are more technical, and there is players may get annoyed, disappointed, and upset depending on how things go down. But that's all part of making making success more enjoyable. As I DM, I have to basically split into two main personalities. One is the game referee where I try to keep the game fair and engaging. But my other personality is adversarial. Where I have to play the antagonists as if they would like to win. Obviously, that means role playing the enemy NPCs to build a sense of conflict and threat. But even in the metagame, as a DM, I like to goad my players, express pleasure when my enemy NPCs get in a good hit, and express displeasure when they die. I think the metagaming trash talking helps build the in-game sense of conflict and danger. It wouldn't work with all groups and antagonistic DMs are the topics of many bad-DM stories, but when used with restrain, balanced by an overall goal of fairness and wanting the entire table to enjoy the game it can make the game more engaging and help the players gel into a party. In short, the underlying goal is to help everyone find enjoyment by struggling to overcome challenges. The hammed-up spoken goal is: to kill all the PCs. [/QUOTE]
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