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	<title>Comments on: Active vs. Reactive RPG Campaigns</title>
	<atom:link href="http://toosigma.com/archive/2008-03-25/active-vs-reactive-rpg-campaigns/feed/" rel="self" type="application/rss+xml" />
	<link>http://toosigma.com/archive/2008-03-25/active-vs-reactive-rpg-campaigns/</link>
	<description>far from normal</description>
	<pubDate>Tue, 22 May 2012 07:12:56 +0000</pubDate>
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		<title>By: BJ</title>
		<link>http://toosigma.com/archive/2008-03-25/active-vs-reactive-rpg-campaigns/comment-page-1/#comment-1382</link>
		<dc:creator>BJ</dc:creator>
		<pubDate>Tue, 25 Mar 2008 18:35:12 +0000</pubDate>
		<guid isPermaLink="false">http://toosigma.com/archive/2008-03-25/active-vs-reactive-rpg-campaigns/#comment-1382</guid>
		<description>I agree that it's highly group dependent.  If you try an active campaign with reactive players, the players will likely wander around looking for something to do, and if they don't find it quickly and easily, they'll get bored and quit.  If you try a reactive campaign with active players, they'll quickly tire of the inability to make choices and pursue their own destiny, and either quit or complain to the GM about railroading.  By the same token, it's unlikely that a normally active player will be happy with a largely reactive group, or vice versa.  The conflicting play styles could easily lead to dissatisfaction and discord.

Correctly determining the preferences of the group and tailoring the campaign to match are crucial.  I think one of the reasons some groups "just click" is because they all have similar tastes in play style.  In identifying and analyzing different play styles, I hope to gain further insight into building a great gaming group.</description>
		<content:encoded><![CDATA[<p>I agree that it&#8217;s highly group dependent.  If you try an active campaign with reactive players, the players will likely wander around looking for something to do, and if they don&#8217;t find it quickly and easily, they&#8217;ll get bored and quit.  If you try a reactive campaign with active players, they&#8217;ll quickly tire of the inability to make choices and pursue their own destiny, and either quit or complain to the GM about railroading.  By the same token, it&#8217;s unlikely that a normally active player will be happy with a largely reactive group, or vice versa.  The conflicting play styles could easily lead to dissatisfaction and discord.</p>
<p>Correctly determining the preferences of the group and tailoring the campaign to match are crucial.  I think one of the reasons some groups &#8220;just click&#8221; is because they all have similar tastes in play style.  In identifying and analyzing different play styles, I hope to gain further insight into building a great gaming group.</p>
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		<title>By: Ben/raethryn</title>
		<link>http://toosigma.com/archive/2008-03-25/active-vs-reactive-rpg-campaigns/comment-page-1/#comment-1381</link>
		<dc:creator>Ben/raethryn</dc:creator>
		<pubDate>Tue, 25 Mar 2008 14:12:24 +0000</pubDate>
		<guid isPermaLink="false">http://toosigma.com/archive/2008-03-25/active-vs-reactive-rpg-campaigns/#comment-1381</guid>
		<description>I think it depends on the group. Generally if you can do a balance of bothyou can give choices. would you email me the link to the new forums. I have a lets try Ebberon idea again. :P</description>
		<content:encoded><![CDATA[<p>I think it depends on the group. Generally if you can do a balance of bothyou can give choices. would you email me the link to the new forums. I have a lets try Ebberon idea again. <img src='http://toosigma.com/archive/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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