Constructive Criticism for Your GM

I'm always fascinated to hear about the wide range of processes of play and social contracts that different tables adopt.

On game night there are usually 2-3 bottles of whiskey on hand and beers. And maybe the odd smoke.. then again we are hacking and slashing our way across Oerth so it doesn't interfere with deep roleplay.
 

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These days, I don't really drink during gaming. In the last hour, when things tend to be pretty well set up, I will crack a bottle of cider, pour a glass of wine, or a wee dram of something. But I've really been trying to incorporate more improv into my games, and I find I get less mentally nimble if there's a bit of booze in me.

I find theres a fine line. Sometimes it hinders my ability to keep track of things from round to round in combat but in more roleplaying situations it sometimes loosens me up and makes for a better encounter. This past Friday we were in the middle of a big combat and we stopped just to preserve the integrity before it went off the rails.

Anyway, onto the issue of constructive criticism, that can be tricky. It's important to keep things as positive as you can. Say what you want to see rather than what you don't want to see.

I seriously would prefer my players be brutally honest with me and the other players within reason as long as its constructive. But then again were all pretty thick skinned and if most of the people on this message board heard how we talk to each other youd probably say..."And you guys are friends"? Its all in good fun though.
 


On game night there are usually 2-3 bottles of whiskey on hand and beers. And maybe the odd smoke.. then again we are hacking and slashing our way across Oerth so it doesn't interfere with deep roleplay.

Our tables tend to see copious consumption of Dr. Pepper. I've never tried mixing alcohol and RP before, except for a dram of Macallen consumed when gaming with my brother on Christmas eve.
 

Admittedly drinking while playing can slow things down, I forget rules, players forget certain abilities their PCs can do and overall it sometimes takes longer to resolve actions.

As a DM I wish I had a better handle on the mechanical rules. But Ive played mostly 2E through 5E so even if Im sober I confuse certain things from edition to edition. Id say we use 5E rules for character creation and monsters but other than that I kind of handwave or improvise the rest to keep the game moving and no one seems to mind.
 

One GM that I have has this problem particularly badly (as do I, to a lesser extent). I complain to him about it all the time.

The Problem:
Session 0: Hey, guys! I've got a cool campaign that I want to run, blah blah blah...
Sessions 1 through 4 or so: Exciting stuff happens...

Session 0: Hey, guys! I've got a cool campaign that I want to run, blah blah blah...
Sessions 1 through 4 or so: Exciting stuff happens...

Session 0: Hey, guys! I've got a cool campaign that I want to run, blah blah blah...
Sessions 1 through 4 or so: Exciting stuff happens...

...and so on.

The Solution:
Finish what you started for eff's sake!
Still better than...


Session 0: Hey, guys! I've got a cool campaign that I want to run, blah blah blah...
Sessions 1 through 4 or so: Exciting stuff happens...
Session 5 And in an amazing plot twist the world is not what you thought it was! You find the access port to the main starship/you are transported to an alternate dimension operating under a different game system's rules as the universe as you know it is erased/aliens have invaded worldwide! What are the private investigators going to do now!
Session 6+ Who knows? I stopped attending.

Dear GM,

Don't try to surprise your players with an amazing one-way plot twist. We'd probably be happy to play in those campaigns if we weren't prepped and excited to play in the campaign you actually sold us on.
 

Dear GM,

Don't try to surprise your players with an amazing one-way plot twist. We'd probably be happy to play in those campaigns if we weren't prepped and excited to play in the campagin you actually sold us on.

Probably didnt stay a DM much long after that. Mustve suffered from "Hey guys look what book I just bought" syndrome. If youre going to do stuff like that at least keep it in the same game system.
 

Probably didnt stay a DM much long after that. Mustve suffered from "Hey guys look what book I just bought" syndrome. If youre going to do stuff like that at least keep it in the same game system.


3 separate GMs. Average experience when pulling those stunts was well over a decade of running. There seemed to be a fad of "well the players think they know what's going to happen and have built characters to deal with it. Let's Gilligan Island them and see how the fish out of water do in this entirely different situation! The players will love it!!!111!!!!!!1!"

We didn't. I really did like the original premise of all three campaigns and was stoked to play my PC in each.
 

3 separate GMs. Average experience when pulling those stunts was well over a decade of running. There seemed to be a fad of "well the players think they know what's going to happen and have built characters to deal with it. Let's Gilligan Island them and see how the fish out of water do in this entirely different situation! The players will love it!!!111!!!!!!1!"

We didn't. I really did like the original premise of all three campaigns and was stoked to play my PC in each.

Always sucks to create a PC youre excited to play only to be disappointed.

Ive done twists before, sent my players from Faerun to Ravenloft, or incorporated Spelljammer into an ongoing campaign but it always somewhat made sense within the story line and in the end came full circle with the players returning home.

In my current game, my players where in Undermountain and they all jumped into the prismatic wall. Instead of killing them I sent them to Athas, where eventually they fond and unearthed an ancient crashed Spelljammer and used it to return to Faerun. When they returned they found that 110 years had passed and because they didnt complete the mission they were originally on Waterdeep was very different.
 

We play at a Tavern (pub) so beers are sort of normal, there is food too, so that means greasy finger prints on rule books.

The other GM's annoying habits:
1. Railroading because they made some big intricate adventure.

Answer: Tell them to ad lib more, just do a rough outline, and if there are cools maps, and such, let us connect the dots. If there is a secret door that we are to find to keep going, then make sure we find it. Don't put traps everywhere, because then we just become overly cautious.

2. Overt weird politics, like killing communists.

Answer: Just no. For example, my mother had her graduate degree in history, and belonged to the communist party, as was normal in her time.
 

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