When No One Agrees on What Winning Means
This guide is part of Mike’s GM Survival Scrolls.
Start here: When Yer Table’s Crumblin’ and Yer Torch Is Burnin’ Low
More scrolls for dealin’ with table chaos and wayward fools:
By Trickin’s Coin Purse, What Game Are We Even Playing?
I once ran a session where the rogue wanted to rob the king, the cleric wanted to marry him, the wizard tried to convince him he didn’t exist, and the barbarian? He just wanted to punch a wall. That was the moment I realized: we weren’t playing the same game.
See, the table was filled with decent folk. Good players. But they each came with a different notion of what counted as winning. And that, lad, is how campaigns die not with a scream — but with a confused shrug and a pile of half-finished quest logs.
Some folks chase loot. Some chase story. Some chase laughs, drama, or just the rush of rolling dice. But if no one knows what victory looks like, then every session’s gonna feel like a tug-o’-war in a circular room. Yer just gonna scuff the floor and strain yer back.
So let’s get into it — what do ya do when yer party’s got five definitions of fun, and none o’ them match yours?
Ain’t Much Use Havin’ a Map If Yer All Headin’ in Different Directions
👉 If yer campaign’s been pullin’ itself apart at the seams, stop by the GM Wisdom archive or knock at the contact page — we’ll get ya back on the same damn page before the ale runs dry.
What Counts as a “Win” to Yer Party?
Let’s start by sortin’ out what the hell people think they’re here for.
The Storytellers – They want arcs, drama, backstory payoffs. They win when their character cries in Act 3 and hugs a villain in Act 5.
The Tacticians – They want combat. Victory means efficient, glorious success on the battlefield.
The Explorers – Give ‘em lore, mysteries, maps, weird NPCs. Winning means uncovering the hidden corner of yer cursed dungeon.
The Jokers – Their victory? Getting everyone to laugh, regardless of what it does to the plot.
The Power Gamers – They’ve built a machine. Their win condition is watchin’ it demolish everything ya throw at them.
The Collaborators – These rare gems just want everyone to win. Bless ‘em.
Now picture mixin’ two or three of these types in one party — without clear goals. That’s a recipe for chaos. And not the fun kind, either.
Why This Breaks Yer Campaign
When nobody agrees on the goal, every quest becomes a compromise. And not the good kind — the kind where nobody’s havin’ fun.
It causes:
Conflict over tone. One player wants heart-wrenchin’ drama, another’s makin’ fart jokes.
Disagreement over choices. Do we fight the villain, redeem ‘em, or join ‘em? No one agrees, the session stalls, and yer pacing’s dead.
Loss of trust. If everyone’s constantly surprised by each other’s choices, they’ll stop investing in group strategy.
If this feels familiar, lad, you’re not alone. Plenty o’ us’ve stared across the table wonderin’ what game we’re even runnin’. And if yer feelin’ like the only one doin’ prep while the rest just chase chaos, you might also wanna give this article a look:
What to Do When Nobody Prepares But You — it pairs nicely with this one like stale bread and cold stew.
How to Fix It Without Ruinin’ the Ale
1. Ask the Damn Question
Seriously. Next session, ask: “What does a good session look like to ya?”
Let ‘em talk. Listen close. And write it down. You’ll learn more in 10 minutes than in 10 hours of passive fuming.
2. Design for Overlap
Once ya know what they want, build quests that hit multiple notes:
Let the tactician fight.
Let the explorer find.
Let the storyteller cry.
Let the joker crack.
Just don’t let one type drown out the rest. Balance the brew.
3. Use In-Game Cues
Have an NPC comment on the party’s reputation: “Some call ya heroes. Others say yer mercenaries. What are ya really?”
Let the party define it in-character — now yer gamin’ and alignin’ goals.
4. Reward Shared Wins
When they work together toward a joint goal? Praise it. Drop treasure. Give out lore. Let ‘em know that when they row the same direction, the boat actually bloody moves.
And if none o’ this works? If yer party still don’t align? Then maybe revisit How to Fix a Game That’s Starting to Fall Apart and brace for the long haul.
Stop Arguin’ About the Map and Pick a Bloody Destination
👉 Head back to the About Mike’s Tavern if you’ve forgotten why we care so much about fixin’ broken tables. Or swing by the GM Wisdom archive to load yer satchel with a few more tools before the next session.
⚠️ And if one more player says, “I thought this was just a combat game,” while the cleric’s sobbin’ over her dead mentor, I will invoke Brunlin’s missing eyebrow and flip the damn table meself.
FAQ
Q: Is it bad if everyone wants different things?
A: Not at all, lad. But if ya don’t talk about it, the stew’ll boil over. Learn to stir with care, not force.
Q: Can I just run multiple styles and hope for the best?
A: Sure — if ya like stress. Better to blend the styles smartly than to juggle ‘em blindly.
Q: What if one player refuses to budge?
A: Then give ‘em space, but don’t let ‘em capsize the boat. Make the group’s joy the priority, not just theirs.