D&D 5E As a Player, why do you play in games you haven't bought into?

Treat it like a course syllabus - written down before the session starts is much better than "we talked about this, remember?"
In ancient times, one of the players was encouraged to take on the role of "mapper" to keep track of where the party had been as they traverse the dungeon.

Perhaps, having a player designated as the "note-taker" is a good idea! :)

A good teacher will have a very detailed and clear course syllabus written before class begins . . . but for a game if I sat down at session 1 (or session 0) and was handed an overly restrictive or prescriptive "syllabus" . . . that would be a red flag for me. I'd rather have the entire group collaborate on the "syllabus", and then write it together during session 0.
 

log in or register to remove this ad

Part of Hussars frustration (I believe) is not just wanting an all-knights only campaign, but the worry that a significant chunk of his playing group will want to play against type. It would be easier to roll with if it was just one player. When everybody is "the exception" then nobody is and your theme is potentially lost. While I think he favors a too restrictive game for my tastes, I get that frustration.

Although if true, that also means that particular theme is a bad fit for the group.

Not every idea is a good fit for every group; and you should know your players - as well as give them the opportunity to tell you that a theme isn't interesting for them without immediately showing them the door.


A good teacher will have a very detailed and clear course syllabus written before class begins . . . but for a game if I sat down at session 1 (or session 0) and was handed an overly restrictive or prescriptive "syllabus" . . . that would be a red flag for me. I'd rather have the entire group collaborate on the "syllabus", and then write it together during session 0.

I agree - it should be more collaborative.
 


You get better results if instead it's along the lines of "this is what you can do in this game that's cool and which you can't do anywhere else". Tell the potential players that knight PCs begin with a small castle and a squire and that can determine their own heraldry. If you have a map of the kingdom ask them to determine where their ancestral lands are and maybe give a sentence about each region. Maybe give out a small benfit based on the location of these lands.
This seems like a really good approach for selling the knight idea.
 

If there is one thing I can say from years of a teacher, it's that expecting students to be aware of something because it was written down in the course syllabus is a recipe for disaster.

I would apply the same logic to rpgs.

True enough; they (students) don't read.

But in this case as the DM you're both the teacher and the dean - and setting it down on paper is probably a good way to make sure you have it all clear yourself.
 

If there is one thing I can say from years of a teacher, it's that expecting students to be aware of something because it was written down in the course syllabus is a recipe for disaster.

I would apply the same logic to rpgs.
Oh definitely.

A good teacher knows the syllabus is a communication tool for students, but . . . it's mostly CYA when students, parents, or admin get upset! :)

If there is one thing I can say from years of being a teacher, it's that adults aren't any better than kids when it comes to reading the directions! :)
 


I feel I've gotten quite good at knowing how to pitch campaigns. And because I feel like it took some time, I also feel it isn't easy, and just 'be explicit' may not be helpful.

There seems to be a divide between the old I have a setting and I want to use D&D to run it, which is my preferred approach, and let's play D&D, the setting is whatever.

I've found that if I just say what I don't want, I'll still get something I don't want, it will just be something it hadn't occurred to me would not fit. More to the point if players are pitching something that doesn't fit and you're turning them down there is a failure of communication. Clearly the players are failing to get what you want and there's a good chance if the player who has the clearly innappropriate character doesn't get it, the players who seem to have a character that fits doesn't get it either

Now it may be because your concept is too narrow (and I do find that campaign ideas tend to start narrow but then if I give them time I can begin to see how to widen them). But really it doesn't matter if the concept is narrow if the players get it and want to work with it.

So a lot is about communicating tone and also communicating setting (without doing the unbelievably dull history dump of 1000 years ago the Agathian empire invaded the plains of Seth" seriously who cares?).

A lot can be done with 13th Age icons. They're a genius idea for communicating setting and tone. Who are the major players? Where are they? What are the connections between them. A paragraph or two each, an image stolen from the internet and you communicate an awful lot of what you're aiming for, if you have the "High Inquisitor" as an icon who's a religious fanatic who burns witches and heretics, then it seems you're going for something of a grim warhammer like tone. If you're asking them to define how their pc feels about these things then you're immersing them in the setting and getting them to consider their character right away as something in the setting. (You don't have to use 13th Ages relationship dice rolls, just getting them to define their relationships is sufficient). You get characters that fit the setting. "My Ranger is a former witchhunter, he has a negative relationship with the High Inquisitor because he refused to burn some children he knew were innocent of trafficking with dark powers and instead led them to safety."

To use two terms from education, I think there are two issues that lead to miscommunication. The first is the "Curse of Knowledge" you know what you want and it is clear to you - in fact so clear that you have a hard time imagining what's it's like to not understand what you're aiming for or what your referent points are. The other is lack of "Schema" a kind of mental model that helps the players understand the kind of game you want to run and how the pieces fit together. So what you need to communicate needs to overcome the former and build the scaffold for the latter.
 
Last edited:

Sigh. No.

Great gaming groups collaborate on a fun game that everyone will enjoy.
That, and also great DMs will go with what proactive players decide to do. I love when the players take the game way into right field with an awesome idea that I didn't think of.
 

I think the curse of knowledge and lack of a schema are good ways to explain it.

Another might be how one would (or whether one could) explain their planned story arc to someone that doesn't play the game. What kind of story is it?

But: I think if players feel able to contribute ideas and themes this gets sorted out more quickly, even if the game that gets run isn't 100% the game as it was in the DMs mind last week.
 

Remove ads

Top