Keklas Rekobah
SOC-14 1K
True . . . to a point. Note that none of the four "Wants" were declared as valid for ALL players (never infer more than what was explicitly stated). Nor is an entire group of gamers interested solely in just one of these "Wants". Players are neither monolithic nor homogeneous; and, if you've cast your group as a director casts a play, you will have players with a variety of "Wants" in varying degrees and priorities.In my opinion, it's dangerous to make pronouncements about what players want. Even statements that seem universal, like "players want choices" actually are not.
Slackers, eh? Not exactly my first choice of player. Passive players, in my experience, are more interested in being entertained by the group than in participating in group entertainment - their characters may as well be NPCs (a.k.a., "Cannon Fodder"). I encourage involvement. Those who will not make choices for themselves will have choices made for them, and usually by consensus of the other players . . .There's an entire class of passive player who is happy to be along for the ride, and not only isn't interested in choices, but would actively prefer to make as few as necessary.
"Hey, Bob! You haven't done much tonight. Why don't you have your character follow that trail of corrosive organic fluid while the rest of us wait over here?"
Understanding expectations goes both ways. If players want a story read to them, then they've come to the wrong house. If, instead, they want to share in the creative process, then my game is the one to choose.For me, understanding expectations about the kind of game people want is the first step. At the same time, I believe it is almost axiomatic that GMs run the kinds of games they would have most liked to play, and there may be a tension between those two elements.
Newbie players are one thing; indifferent house-guests are another. If you want to play, then play; but if you want to watch, then step away from the table and let someone else play - someone who gets involved, and not just watches.For instance, there may be players who are new to the setting, or who perhaps are indifferent to the setting. But the GM may love the universe and want to explore it in detail.
Agreed. The better experience is had by all when everyone is involved to a more-or-less equal degree. Few things kill the buzz more than the one person who let's other people make all of the decisions.Personally, I feel the more the players and the GM are in tune with the sort of game it should be, the better experience for everyone