I’ve run roleplaying games for my friends since primary school. Over time you start to work out the kinds of things that players want from a game, and for my own amusement I think I’ll try and list some.
1. Self determination
Every party enjoys looking at the game as a puzzle. They like to talk about the conspiracies and motivations of every part of the game. you need to make them think that, whether or not you have one, theres a reason for every action and conversation in the game.
2. Adapt to the dreams of the party
If you listen to the conversations of your players ( and their description of their character) you can find out their current interests and the things that they are going to look forward to in the game. It’s a good idea to incorporate those ideas into the game as it makes the game way more fun for them. The trick is to insert their ideas in a way that makes it look like you were planning to anyway, instead of seeming to react to their wish list. They might talk about wanting to form an army, or to prefer games with shades of morality, and so on.
3. prefer to say yes
if you have a good group, whenever they come up with an idea, as long as they have some kind of reasoning, or strategy, you should support and try to act as if the idea is plausible and reasonable in the game. For example, if a player suggests that since they are in an inn there should be some flammable alchohol around that can be used to make bombs, you should try to work through that. They’re trying to keep the action coming and they have applied “movie logic” to the situation, so its better and more fun to roll with it than to halt the everything because you don’t like the idea or don’t think that 13th century taverns had barrels of flammable rum.
4. Give everyone a moment.
For the most part a party should act as a unified force, debating actions and then following them through, but at some point you should take a little time to listen to, and act on the wishes of each player to make them feel special. As well you should try and incorporate little things that are important to them, so that if a character likes dancing, every so often theres something to do with dancing in the game. it makes them feel important and it shows that their interests are incorporated.
5. combat is any kind of drama and resistance.
Often games become combat fests, in which the party take breaks between dungeon delving to gear up and sell loot, but really, physical combat isn’t the only kind that makes you feel good. Succeeding at a contest, debate, dance off or spelling bee, when presented well, will make the party feel just as good as if it had survived a tough encounter. The trick is to reward the party for any dramatic act as well as if they had completed a tough fight. If your party member seduced a noble lady while the others helped, reward them with a token of her affection (like jewellery) and benefits like contacts and improved social stature. When they understand that not just combat bring rewards they won’t be so boring about their goals.