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GMs, what do you want from your players?

Started by VengerSatanis, April 16, 2025, 10:55:03 AM

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VengerSatanis

I'm sure we've seen the many, many posts asking what players want from their GM.  Well, this reversal is asking GMs (and other players, let's not forget about them) what they want from their players?

Speaking of which, what do players want out of their game?  If it helps, remember a time when you felt the most connected to your character, the world, story, etc.

FYI, I'm trying to cover all the angles on the book I'm writing... getting the most out of the player experience, from a GM's perspective.  So, ideas that spring from this thread may appear, in some form, within Play Like A Fucking Boss.

This is where I'm crowdsourcing the project, Play Like A Fucking Boss: https://www.kickstarter.com/projects/vengersatanis/play-like-a-fucking-boss

I encourage all manner of feedback and discussion!

Thanks,

VS



tenbones

Ideally I want the following three things:

1) Enthusiasm - I want my players who want to actually play. Yes socializing is part of all this, as is the snacks, and out-of-character banter. But the primary goal is to come engage with enthusiasm, the game itself. And I want my players to show up with enthusiasm for the game itself above all else.

2) Engagement - I don't mean "mechanics masquerading as a character". I want them to be engaged with the game via their character. I want my players to have a little idea of who their character is, and whatever their skills they possess are informed by that character and implies their history up to the point of the start of the game. How detailed that is, should be up to the GM and player. What I don't want is "My character is a wizard/fighter/thief/cleric." with zero context, this is underscored by #1 above.

3) Receptiveness - Put your fucking real-world assumptions away. Leave your bullshit behind you and get ready to enter a fantasyland of wonder, bloodshed, and high-adventure. And be ready to have fun in ways you never imagined. Be ready to receive what occurs in the game and be present for it.

blackstone

#2
Hey DM Nick/Blackstone here: what I want out of a game from a player's perspective:

- immersion: for me, I like an immersive experience. A good DM/Referee can invoke a sense of place and time within their setting with just a few words. That gives me as a player a way to connect to the game world the DM has created. I think immersion goes with verisimilitude: it's believable as well, but you can have an enjoyable immersive experience without verisimilitude.

-knowledge of the rules: there is nothing more off-putting than playing in a game and the DM doesn't know the rules. I'm just talking the basic stuff: combat, skill checks, etc. I don't expect him to know everything, but I'd expect he'd know where to look it up, and if there isn't a rule for it...

-make a ruling: I'd like a DM to have confidence enough to make a ruling on something if there is no rule for it. As long as it's fair and logical, I'm all for it.
1. I'm a married homeowner with a career and kids. I won life. You can't insult me.

2. I've been deployed to Iraq, so your tough guy act is boring.

honeydipperdavid

Hot and cold running virginal blonde sacrifices before I DM a session.

Zalman

As a GM, I want various levels of engagement from my players:

* Level 1: show up on time
* Level 2: bring snacks
* Level 3: pay attention
* Level 4: know the rules
* Level 5: discuss game events between sessions
* Level 6: create game content for GM approval (new spells, etc.)


As a player, the thing I want most from the GM is consistency.
Old School? Back in my day we just called it "School."

Steven Mitchell

I'm thrilled when I get everything on tenbones' list.  That's my positive stuff.  However, I'm content with a more laid-back, casual approach too, most of the time.  So as long as I get a little of the positive stuff, it's all good.

My more hardcore list is all in the negatives: 

- Being considerate, showing up on time or letting me know when there is a problem.
- Keeping the OOC game chatter outside of contentious topics.
- Don't derail the game with a complete lack of attention or driving it where the other players have no interest.

Basically, I want a certain amount of meta-gaming instead of immersion.  You can delve into your character as much as you want, but remember there are other human beings at the table too.

RNGm

To crush their characters, see them driven before you, and hear the lamentations of their followers!  :)

tenbones

Quote from: Steven Mitchell on April 16, 2025, 11:48:45 AMI'm thrilled when I get everything on tenbones' list.  That's my positive stuff.  However, I'm content with a more laid-back, casual approach too, most of the time.  So as long as I get a little of the positive stuff, it's all good.

My more hardcore list is all in the negatives: 

- Being considerate, showing up on time or letting me know when there is a problem.
- Keeping the OOC game chatter outside of contentious topics.
- Don't derail the game with a complete lack of attention or driving it where the other players have no interest.

Basically, I want a certain amount of meta-gaming instead of immersion.  You can delve into your character as much as you want, but remember there are other human beings at the table too.

LOL hence I started with "IDEALLY". hahaha

Otherwise I'm perfectly fine with your list too.

Spobo

*Pay attention and don't interrupt the game with personal business to the extent possible
*Know what you're going to do on your turn and make an effort to learn the rules
*Try to keep the tone somewhat consistent, don't be wacky for its own sake
*Come up with your own ideas of what your character wants to do next and think creatively on how to do it, as long as you're not deliberately sabotaging the game or trying to be an edgy psycho

blackstone

#9
I think people misread what Venger is asking:

Quote from: VengerSatanis on April 16, 2025, 10:55:03 AMSpeaking of which, what do players want out of their game?
1. I'm a married homeowner with a career and kids. I won life. You can't insult me.

2. I've been deployed to Iraq, so your tough guy act is boring.

tenbones

How did I read that wrong? Ignore everything I said. Fuck you players. You get what is served. NOW ROW!!!!!

Ruprecht

Quote from: VengerSatanis on April 16, 2025, 10:55:03 AM...Well, this reversal is asking GMs (and other players, let's not forget about them) what they want from their players?
I don't think people read it wrong, the question starts one way and then adds the second what do players want in a later paragraph so both are legit.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. ~Robert E. Howard

Ruprecht

I try to run a sandbox on a VTT. I send out rumors, options, and shit on Wed and hope my players will provide some feedback on what they want to do so I have time to prepare. The longer we go the more maps I have so its less and less of a concern but a little mid-week hint would help a lot.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. ~Robert E. Howard

Spobo

Quote from: blackstone on April 16, 2025, 01:56:15 PMI think people misread what Venger is asking:

Quote from: VengerSatanis on April 16, 2025, 10:55:03 AMSpeaking of which, what do players want out of their game?


It's two separate questions and the first one is also the thread title

VengerSatanis

Quote from: tenbones on April 16, 2025, 11:25:15 AMIdeally I want the following three things:

1) Enthusiasm - I want my players who want to actually play. Yes socializing is part of all this, as is the snacks, and out-of-character banter. But the primary goal is to come engage with enthusiasm, the game itself. And I want my players to show up with enthusiasm for the game itself above all else.

2) Engagement - I don't mean "mechanics masquerading as a character". I want them to be engaged with the game via their character. I want my players to have a little idea of who their character is, and whatever their skills they possess are informed by that character and implies their history up to the point of the start of the game. How detailed that is, should be up to the GM and player. What I don't want is "My character is a wizard/fighter/thief/cleric." with zero context, this is underscored by #1 above.

3) Receptiveness - Put your fucking real-world assumptions away. Leave your bullshit behind you and get ready to enter a fantasyland of wonder, bloodshed, and high-adventure. And be ready to have fun in ways you never imagined. Be ready to receive what occurs in the game and be present for it.

I think 1 and 2 are no-brainers, and I've already written a lot about both.  As for 3, I *think* I know what you're talking about, but if you could give me a specific example, that would help solidify what the potential issue is. 

Thanks for the comment, hoss!