And that got me thinking about "What do I want as a DM?" Sure, we want to keep the momentum of the game going and we want enthusiastic players, but it may be a worthwhile exercise to detail one wants in the experience, so here goes:
- I want a world for weird D&D adventure. Multiple hexmaps full of crazy places, monsters and treasures. Dungeons. City maps. NPCs. Unique monsters. A world that is interesting and "cool" and has some sort of internal logic/faux-realism. I'm not interested in "World Building" at all, my campaign world is a Frankenstein's Monster of a pastiche...and I'm fine with that.
- I want to have occasional EPIC sessions. All-nighters, drinking soda and coffee by the gallon. Twelve-hour grinds.
- I want lots of players. They don't have to show up every game, and I don't really wanting to be DMing for 12 people at once. But I like the idea of a large pool of potential players with whomever show's up forming a party.
- I want a system where anyone can drop in a session and play without involving a bunch of explaining and handholding, also involving installing an invisible force field to keep out "problem" players without awkwardness.
What I did learn from this exercise is that although I have traditionally run a "cloistered" group (no guests/no watchers/nobody I don't know/that guy can't come back/etc, basically I'm Larry David), perhaps I should "throw the gates open" and allow the "curiosity tourists"/out-of-town friend of a player's/friend-of-a-friend-of-a-player's /"this guy from work" access to the game? The old-school "Whoever shows up plays" principle.
As much as that appeals to my fantasies of being some master "People's DM," there are a couple of issues:
- The space I game at is small and it is at someone else's residence. Alternate games at a FLGS?
- Problem players. How to handle them with this sort of "semi-open" game?
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