When I GM, I want to create epic stories — with the help of the Players. In recent games, I’ve seen the epic-ness happen, as in my latest campaign. The Players are listening to me and each other and bouncing off each other in interesting ways.
I’ve also seen games go off the rails spectacularly when the Players aren’t cooperating. I called it quits on an intricately-designed campaign after just an hour and a half into the first session. I wanted to run an action-packed gothic horror campaign, but my first Player wanted his Character to run into the woods and be a hermit about ten minutes in; the second Player wanted to run a hamburger stand for the Undead. It just didn’t gel, to the point that I was so annoyed I nearly quit gaming altogether. Read the rest of this entry »