D&D 5E Character play vs Player play

Maybe because you didn't read my original post that was specifically addressed to a statement made by @Hussar? I think it was pretty clear what I was saying but just to reiterate... My point was that I don't believe a group full of DM's (or even one with 2 regular DM's) is the norm... I then used market purchases of DM vs. player materials as a data point to support that assertion.

My experience is that two DMs is low for any game that isn't in the 3.X family. Low to the point that over more than a dozen groups I think I've been in that situation a total of once. But I wouldn't expect to see such groups - they are almost all isolated.

Unless you have some real data to back any of this up, what your experiences are don't really help in determining whether there are more DM's vs. players and what that ratio might be...

And I am very certain that it's dependent on a whole range of factors including edition and how the group started.

So again do you have any type of data that isn't your experience or guesses? That was why I included the player materials vs. DM materials because it was a data point outside of anecdotal evidence. We all have anecdotal evidence what I'm asking is do you have any other data to support a table full of DM's being the norm? Or even a table having an equal number of DM's vs. players being the norm?

You have presented precisely no data on the subject. Merely an assertion that more DM material is sold - never presenting actual data so far as I can tell. To which the answer is "Of course". You've presented an assertion without data. All we have is duelling anecdotes here.

Edit:
Whereas my experience is generally about 1 in 3. Probably goes a very long way towards explaining our differing viewpoints on the game though, [MENTION=48965]Imaro[/MENTION]. When you game with so many DM's, the idea that "well I have an adventure, you should shut up and play" doesn't fly very far. Nor does the idea of, "Well, I'm the DM, so you should respect my authority". Big daddy pants DMing is a whole lot harder when you've got two or three other people sitting around the table with just as much experience, if not more, behind that screen as you do. :D

This. When I sit down to DM, I normally have two players who've been DMing longer than I've been alive (one doesn't DM much for good reasons). And another player who, like me, can pull a game out of thin air if he wants to. Were I to pull any "I'm the DM. Respect mah authoritah!" rubbish I'd just get laughed at.
 
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Whereas my experience is generally about 1 in 3. Probably goes a very long way towards explaining our differing viewpoints on the game though, @Imaro. When you game with so many DM's, the idea that "well I have an adventure, you should shut up and play" doesn't fly very far. Nor does the idea of, "Well, I'm the DM, so you should respect my authority". Big daddy pants DMing is a whole lot harder when you've got two or three other people sitting around the table with just as much experience, if not more, behind that screen as you do. :D

@Hussar... I'm not asserting it isn't a different experience... what I am asserting is that I don't believe it's the normal situation for most gaming groups... So it's limited in it's applicability to most people as an experience to draw on.

EDIT: [MENTION=87792]Neonchameleon[/MENTION] : I'll just stop here with you, not interested in dueling anecdotes. So yeah if you say there are a ton of DM's out there and that a table with less than 2 or more is the abnormality... well I guess in your world it is.
 

When you game with so many DM's, the idea that "well I have an adventure, you should shut up and play" doesn't fly very far. Nor does the idea of, "Well, I'm the DM, so you should respect my authority". Big daddy pants DMing is a whole lot harder when you've got two or three other people sitting around the table with just as much experience, if not more, behind that screen as you do. :D

Although I don't believe @Imaro was asserting otherwise, I do agree with the above. You're playing with equals (no big daddy pants as you say) and at least from my perspective more understanding from the DM-experienced players. It is much more of a pleasure. I do find I have more 'contention' (for lack of a better word) with the players in my group who have not DMed before.
 

Although I don't believe @Imaro was asserting otherwise, I do agree with the above. You're playing with equals (no big daddy pants as you say) and at least from my perspective more understanding from the DM-experienced players. It is much more of a pleasure. I do find I have more 'contention' (for lack of a better word) with the players in my group who have not DMed before.

Oh for sure. Those who are solely players often don't really understand the why's and wherefores of running a game. They are solely, to use an earlier phrase, advocating for their own character because they've never had to pay attention to the entire group.
[MENTION=48965]Imaro[/MENTION] - meh, it is just duelling anecdotes. Even with the idea of more player material being sold, it doesn't actually counter what I said - with a 3:1 ratio of pure players to those with DMing experience, you'd expect a lot higher sales of player materials, of course. It doesn't mean that sole DM groups are the norm though either. It's kind of like people who talk about not playing with women at the table - I've had women at my tables more often than not, although, never a majority. But, it would be a pretty rare table that didn't have at least one woman sitting at it, IME. It's the same thing here.

Then again, for the past ten years, almost all my gaming has been online through virtual tabletop. Which pretty much lets the casual players out right off the bat. Anyone invested enough in gaming to seek out and climb the learning curve for using the technology likely isn't a casual gamer. This could possibly explain the preponderance of DM's I've seen in games I've been playing since about 2002 or so. Kind of like how En World is made up almost entirely of DM's. You get very, very few players posting here. Poll after poll shows that we're almost all DM's. Anyone who has gone beyond just playing at the table, has likely also taken the plunge behind the DM's screen as well.
 

Just for the record my experiences hew much closer to [MENTION=29398]Lanefan[/MENTION] than they do [MENTION=22779]Hussar[/MENTION]'s or yours. In my regular group of 10 players (They don't all play at the same time) there is 1 DM other than myself who only DM's occasionally. Everyone else is a player with no desire to DM (and yes some have given it a go and weren't bad at it but enjoy the experience of being a player much more than the DM side).
For clarity, right now I'm running two parties in the same campaign, different players, different nights.

One group has four players who all either are or have been DMs (one of 3e/4e/PF, one of PF(and 4e?), one of (3e?), and one of Basic) who are all pretty good at taking off their DM hats when they play. Currently one of those has an ongoing game and another has started a few short-lived campaigns over the last year or so.

The other group has four players. One has never DMed in her life, two have DMed in the distant past but only for a very short time each, and the fourth was my original DM and is still DMing today; I play in his game.

And while the dynamics are different within these two tables I put it more down to the individual personalities involved than to any amount or not of DM experience. (among other things there's about a 20-year difference in the average player age from one table to the other)

Lanefan
 

Oh sure. It would be a mistake to say that the only difference that matters is dming experience. My current group is all over 30, so, yeah there's a big difference right there.

And I totally agree about taking off the DM hat. I used to be very bad at that but I did get better. :)

But compare our groups to Maj. O's. Very very different dynamics in play.
 

This is very much a thread necro from a while back. I had some more thoughts on this issue and I figured I'd bring it back up now that I have calmed down a bit after the initial discussion. I still feel that people are assuming that their own personal styles appear to be the "One True Way" and there's been a lot of that in this thread. I've been told that I'm a bad DM repeatedly for not following precisely what other people want in their games. I'd like to state for the record that I don't think that's true. People like different things in their games. But all of the suggestions here that I'm a 4th or 5th string DM that no one would play with unless their life depended on it are pretty insulting. I'd prefer to avoid that if this thread continues.

Having said that...moving on.

This is where, for all its detractors, Forge-speak can come in handy. I suspect MajoruO's players have different expectations from a D&D game than yours do, or mine. I wouldn't be surprised if his players are fully in the mode of "the DM provides a challenge for us to overcome" and are more concerned with "fair play" than "story".
How best to explain it? Yes, we believe the DM throws out challenges for us to overcome. However, we almost believe in "fair play". The idea is that we get challenges, but they will always be within our capabilities. The DM will give us the tools we will need to succeed at the challenges when he expects us to face them.

That means we might run into a bad guy who is undefeatable once but we will likely encounter him again later with an item that evens the odds or after we've gained a bunch of levels so we have a chance now.

But we also play for the story. Or at least, most of us do. Some are interested in WHY the bad guy is doing his evil plot. Others don't much care and just want to roll some dice and see if they beat the bad guy. Not everyone is super hardcore about the game.

My sense, given the player's complaint that triggered the OP, plus other posts in this and other threads, is that the challenge element isn't at the heart of [MENTION=15142]Maj[/MENTION]oruOakheart's game. (Eg as best I recall, but perhaps I'm wrong, he favours the use of GM force/fudging to avoid a TPK.) I think "the experience" is at the heart of the game - turning up, playing your character within the broad world and plot confines that the GM dictates, and experiencing whatever it is that the GM serves up. This will require overcoming some challenges, but my sense is that the experience is more important than the overcoming.
It's a combination of both. The player in question likes to feel powerful. He plays the game because he likes the idea of being a super badass character who can kick everyone's butt and barely break a sweat. He doesn't like the idea that he might lose. He thinks that's unfair.

This is my guess as to why the player in the OP didn't like the food-critic scenario - because it is a long way from the D&D experience of exploring places, beating up monsters, and finding out how many hit points you lose in the process (which isn't ultimately about challenge if the GM will manipulate ingame events to make sure that you never all drop below zero all at once).
That's at least part of it. But it's not entirely that. The player in question has almost entirely played 4th edition D&D from pre-written adventures. He learned how skills work from skill challenges. I likely mentioned it earlier in this thread but there was one time in a 4e game we were running that he walked up to a door that was magically locked and said "I use arcana to open the door". The DM told him that Arcana didn't open doors but it told him that it was magically locked and he'd need to find a way to shut down the magic. He got rather angry and said "But I succeeded in a DC 20 check! I just turn off the magic with my Arcana skill."

He'd been rather used to adventures we ran where there were magic locks that were turned off by a high enough Arcana check. Since that worked before, he wasn't sure why it didn't work this time.

Many of these adventures were written in such a way that a high enough die roll accomplished any challenge. If you rolled low, you just searched for the second or third roll you could make in order to bypass the challenge(since most of them are written in such a way that you don't know what kind of group will go through them, they were written with explicit ways how different classes could successfully navigate them. That means if the Wizard fails his Arcana check, the Rogue can just make a Disable Device check instead. If that doesn't work then searching will find a lever that disables the trap. If no one can find it, you can just smash the trap.)

As I mentioned before. His issue is just that he expects everything to be handed to him on a silver platter. He expects that he picks up a die and the DM then tells him the answer because the DM wants him to succeed.

I want people to succeed but I want it to be because they came up with the answer on their own. I want someone to say "Hey...maybe there's a lever to disable this trap. I look for it." instead of "I make my Knowledge(Dungeoneering) check. Tell me how people disable traps like this."

In the case of the magic lightning in a jar scenario in that adventure, the adventure assumed the players would solve the problem using their own intelligence. He didn't want to do that. He wanted his character to solve the problem for him. Which is to say, he wanted to pick up a die and let the die tell him the answer.

It is really a question of whether you want to tell a player "Yeah, your character figures out based on all of the clues in the room that the lightning jumps to the nearest people who have things from the forest on them. You figure if you had something from the forest on you and stood close to the person currently getting zapped that it would jump to you. If you had the tooth on you, it would trap itself into the tooth." or whether you just give the players clues such as "The first person who gets zapped has an oddly colored bow" and let the players figure it out on their own.

The player in question doesn't like figuring things out. He wants it spelled out for him. He doesn't really want any kind of difficulty. The "story" parts of the adventure are just there to be told to him, not to interact with.

More recently, he has been complaining nearly every week about the difficulty of the D&D Expeditions adventures. He shows up week after week and each time an attack hits for near max damage he says things like "Wow...who wrote this adventure? These monsters are stupid! They did 30 damage in ONE hit? That's over half my hitpoints. Are you sure you aren't reading it wrong? These authors are insane. This is stupid. What's the point of playing if they are just going to cheat by using overpowered monsters?"

Ironically enough, he's NEVER died during a single adventure. Each time he complains, the PCs beat the encounter and the entire adventure. But each week one good damage roll sets him off again and he goes back to complaining about how unfair it is.

Because I use a lot of modules, I have views on what makes for a good one. A good module presents interesting situations (in D&D this means interesting locations and antagonists that are both thematically and mechanically interesting). And it should be reasonably easy to strip these situations off the module-writer's chassis (which almost inevitably will assume some sort of plot sequence) and re-arrange or re-deploy them as makes sense for the game actually being played.
I just run them as written. Plot sequence and all. I enjoy the plot of these adventures. I want to find out what happens next. That's why I play D&D. Who is the enemy behind the plot? Why did he do it? Where is he and how difficult will he be to fight? Does he have any cool tricks up his sleeve? Are there any interesting plot twists? Is the guy who hired us secretly a doppleganger? Is there hints of what might happen in a future adventure?

These are the things that make me want to come back next session.
 

But compare our groups to Maj. O's. Very very different dynamics in play.
I guess. I mean, one of my players DMs currently(ever second week we trade off) but our styles are very different. I'm very rules oriented and he likes to change all the rules in the game in order to suit his story. 2 others DM but only during D&D Expeditions with adventures written by other people. One more is a long time DM who is very opinionated about the way to DM.

But none of them currently want to run a game(except the one already doing so). They think DMing is too hard and they would rather offload that effort onto the person willing to spend that effort DMing for them. And any adventure I feel like running is ok for them. They just want to get together and pretend to be elves for a couple of hours a week. They want to have fun acting out their characters personalities while reacting to whatever I throw at them.
 

I think it all boils down to this:

"
The player in question likes to feel powerful. He plays the game because he likes the idea of being a super badass character who can kick everyone's butt and barely break a sweat. He doesn't like the idea that he might lose. He thinks that's unfair.
"

Either you want to play a game with this person (knowing he, perhaps unalterably, thinks this way) or you don't.

If you do, you need to run the game that keeps him interested (and all the other players at your table).

If you don't (and, note, if I had a player like this I'd try to convince them to not be like this SOLELY because it's not fun for me) then you don't.

I personally like to play a game that tests more than a player's ability to roll good stats (i.e. their luck), their ability to optimize, and their ability to make up stuff that would make a good story. I like to run a game that tests their ability to in-game in-world problem-solve. But that's just me, and what my players like. It isn't a rule about life.

The rules allow for this because a lot of people like it. HOWEVER, the rules also allow for the other thing (the "investigate" skill being an obvious example of designing a little in this direction) because some people like the other thing.

Your player sounds like they like the other thing. IF you do, too and your other players do--it's all good. If not: y'all should have a talk.
 

More recently, he has been complaining nearly every week about the difficulty of the D&D Expeditions adventures. He shows up week after week and each time an attack hits for near max damage he says things like "Wow...who wrote this adventure? These monsters are stupid! They did 30 damage in ONE hit? That's over half my hitpoints. Are you sure you aren't reading it wrong? These authors are insane. This is stupid. What's the point of playing if they are just going to cheat by using overpowered monsters?"

Ironically enough, he's NEVER died during a single adventure. Each time he complains, the PCs beat the encounter and the entire adventure. But each week one good damage roll sets him off again and he goes back to complaining about how unfair it is.

I think a lot of us are familiar with this problem - maybe even feel it a bit ourselves. I just think most of us are better at controlling that reaction to adversity coming from an unknown quantity.

But I do think a practical issue comes out of this since it's at a public game. Are other participants at these D&D Expeditions starting to notice and be irritated by his whining?
 

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