I Want
This is, I suppose, some kind of poem.
In a real sense, this is a transcription of a full page of a notebook I filled at about midnight. It lists what, after eight years of TTRPG GMing experience, I feel I want from a campaign, a game, and a group of players. It is meandering and in the order it was written: which is to say no particular order. It may read, in large part, like a list of complaints: in many ways this makes it true to me, I suppose.
I want a D&D game based on mutual respect.
I want players to know the rules and act on them fast.
I want players to interact with the world and each other when it isn't their turn.
I want players who know that it is rewarding to engage with the fiction in good faith—I want players who engage in the fiction and reality before the rules.
I want players who take notes.
I want rules that empower player choices, but are not played to.
I want GM rules that easily produce the most dramatic but consistent outcome.
I want rules which model a world with possibilities to be explored.
I want rules that allow a PC to be very, very bad or very, very good at something.
I want players to think that consistency exists.
I want different fictions to have different mechanical effects.
I want players to care about NPCs and cultures.
I want players to engage with politics or gods as much as they want, but always have them there.
I want a game that serves as a contract for the constraints on the fiction.
I want players who each pay attention >70% of the time.
I want players to RP with each other and grow as people purely for its own sake.
I want players who surprise me and each other with their hidden consistency.
I want players who can live with things that do not always go well in game, and GM mistakes out of game.
I want players who check if I am also having fun.
I want players who sometimes talk about the game.
I want a group I do not need to comically entertain.
I want rules which bridge the gap between idea and mechanical information with balance and speed.
I want to use music and art to set a tone.
I want rules that are extensible with content that brings its own homebrew rules.
I want a game with the emergent, messy physics of having a large amount of content.
I want rules that force players to make in-character choices, and sometimes get them right or wrong.
I want players to cheer for dice rolls as a result of the fiction and physics.
I want villains with dastardly plans that players can fail, or fail accidentally.
I want players to be more excited for each other than themselves.
I want to be excited for the world away from the table; and excited for the PCs while at it.
I want to never give a PC an easy out.
I want to always let brilliant plays stand.
I want players to fail fairly.
I want players to consider my fun too.
I want to think about games every second.
I want prep to never be a chore.
I want a bad moment to never ruin a night.
I want players to occasionally betray each other, and respect each other for it.
I want drama to happen when people create fun, and vice versa.
I want people to laugh.
I want every locked door to contain something.
I want less-mathematically-gifted players to be able to participate.
I want a lot of messy rules.
I want fighting to be fair and fun but not overbearing in focus.
I want a game about real-ish lives.
I want a game whose details and plausibility matter, both in measure.
I want a game where everyone is excited for next session.
I want a story not reliant on twists and turns all the time.
I want players to make choices that make them squirm.
I want to think about stories forever.
- Olly