Help Me Get Out of the DM Mentality

We have a very large group of hack n slashers and he's wanting to run an intrigue-laden, roleplaying heavy urban campaign when a similiar campaign fell apart a few months back because 1) no one in the group paid attention to clues; 2) everyone wanted to go in their own directions; 3) there wasn't enough action.

Yes, that could spell a bad fit. But, as another DM and understanding the difficulties of running an interesting campaign, you can now use your perspective to help advance the game by being the player you think the campaign needs to survive. Pay attention to the clues, try to keep everyone on task, find ways to inject action.
 

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Ok, I'll ask the obvious: What game, what adventure?

Mostly just curious.

Play, have fun, be ready with the fire extinguishers when things start to burn. Best thing you could prolly do is act as a go-between for the party and DM. Make a character that allows you to push the plot occasionally and help with the cat-herding that is DMing. When things fall apart, be ready with a new game.
 


Sit back, relax, don't worry, try to enjoy the game.

If it sucks badly enough you'll get to GM again soon enough anyway.

Sadly, he is right.

I would also add you should not only try to enjoy the game, but do your best to be an excellent player in the campaign he is running. It sounds like he may need the help, if your group is really THAT opposed to this sort of storyline.
 

(1) I think you should probably let the DM know that you're familiar with the adventure he's planning.

(2) As a player, you have the ability to pay attention to the clues and help guide the others in the right direction. Focus on that. (Well, that and having fun.)
 

Ok, I'll ask the obvious: What game, what adventure?

I didn't want to mention for fear that I might offend some fans of the system and adventure. Again, I just want to reiterate that I don't think that these are a bad system and adventure; they're just not for us.

System: Pathfinder; Adventure: Council of Thieves

Retreater
 

I didn't want to mention for fear that I might offend some fans of the system and adventure. Again, I just want to reiterate that I don't think that these are a bad system and adventure; they're just not for us.

System: Pathfinder; Adventure: Council of Thieves

I would suggest making a go of it and trying to enjoy the adventure and system as much as you can. Make a leader type character with some intellect and you might be able to steer the game along in places that would have previously fell flat on their face, helping keep the pace up. But I would try to at least go into it with the attitude I am going to try to have fun with this and enjoy it.

Then, if after several sessions, things aren't going well - it might be time to offer some friendly GMing advice to him. But I would at least give him a shot.

As for the system and adventure. Different groups like different systems and types of adventures. So your thought that the above isn't a match for the current group is likely to be correct. But maybe the new DM left to his own devices will find a way to make it work, I'd give him that shot.
 


I wish. :heh:That would be a better fit for our group.

We have a very large group of hack n slashers and he's wanting to run an intrigue-laden, roleplaying heavy urban campaign when a similiar campaign fell apart a few months back because 1) no one in the group paid attention to clues; 2) everyone wanted to go in their own directions; 3) there wasn't enough action.

Retreater

So let your friend get his intrigue fix. Who knows? Maybe it will work this time.
 

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