FrozenNorth
Hero
Strange example, given that a “hostile” takeover is simply the opposite of a “friendly” takeover, and does necessarily involve any raised voices.Now if you'll excuse me, I need to go threaten a company with an "upset" takeover.![]()
Strange example, given that a “hostile” takeover is simply the opposite of a “friendly” takeover, and does necessarily involve any raised voices.Now if you'll excuse me, I need to go threaten a company with an "upset" takeover.![]()
I would question those analogies, as they are in no way representative of taking on the work of running a campaign, dealing with a 250 page rulebook, and then allowing players to do whatever they want. Going to dinner is not the same. Choosing a show is not the same?When I played Monopoly with my family as a kid we quickly reached consensus on which rules we would use and which we would ignore. Why should it be any more difficult with a game of D&D?
What if consensus can't be reached on where to go for dinner? Or what music to listen to? What to watch on Netflix? Is there always someone in these situations who is the "authority" who gets to make the final decision?
I would argue that compromise and collaboration are two important parts of what you call GM Authority. For example, one compromise a GM makes is that they will refer first to the rules when making a decision. The GM should be the facilitator of the game, and there are many ways they can make that role work. Being a final arbiter of rules is one way, but it's not the only way.
I would question those analogies, as they are in no way representative of taking on the work of running a campaign, dealing with a 250 page rulebook, and then allowing players to do whatever they want. Going to dinner is not the same. Choosing a show is not the same?
On a side note, even in your examples, there is generally someone in the relationship that does choose these things. This way there is not a debate over what to eat every night. I go grocery shopping. I cook. Sure I ask for my wife's input. But, you need someone to make decisions. That's one of the conflicts young people have - wanting to listen to their music or eat their food. They want control over some aspect of their life. Hence, when you get four guys together and they all have different musical tastes, they all try to "control the jukebox" as it were. No leader can create issues (not always).
I've seen it as well. Hell, I was involved one time. Years ago, during second edition, I was in a game with a party that unknown to the players made it to the outskirts of Myth Drannor. One of the players was playing a Thief and he took it to heart. Our stuff disappeared out of our sacks and such for quite a while. Eventually he screwed up and hit us while we were out in the wilderness, so we knew for certain that it was him. The Priest fire trapped all of our pouches, bags and packs, keying them to us so that we didn't set them off.And I have seen both. Fortunately it was not directed at me but an other player. He was pretty obnoxious and was in a divorce procedure (but we were not aware). It took all my diplomatic skill not to have a fight at my table between that player and two others. When we learned that he was in divorce procedure we understood his attitude and invited him back at the table. (We had not replaced him yet). He came back and he's been more than ok ever since.
All that to say that sometimes, even after such an episode, giving a chance to someone to explain himself might go a long way to heal hurted ego.
I've been pretty clear. At a minimum it implies anger.
Throwing tables? Yelling at people? In my house? At my table? Be ready to see a 6'1" 225 pounds man comming right at you to calm you down. If you don't, be ready to get out and you might not even touch the ground. Never had to do it and I hope I'll never will. But I would do it if it ever went up to these heights...
I much prefer to settle things down with a calm voice. It helped me a lot when I was teaching and it helps a lot even now in my work as a power engineer in chief. I hate conflict, but I would not back down.
Needless to say that this player would need to get out and in order to come back at my table, apologies would be required and a lot of discussions would take place to understand what happened.
If you get angry over a game, something has gone terribly wrong with the person getting angry. Barring someone getting angry at the player, nothing in the game should prompt anger. Disappointment or dislike, sure. Anger, no. If you are getting so angry over the game that you are breaking down into tears or throwing chairs, you should seek help.
You left out part. You left out the part where I said that even then, most of them are ALSO including anger, mixing the two definitions. It's downright rare to have it used correctly, which I also said.
I would question those analogies, as they are in no way representative of taking on the work of running a campaign, dealing with a 250 page rulebook, and then allowing players to do whatever they want. Going to dinner is not the same. Choosing a show is not the same?
On a side note, even in your examples, there is generally someone in the relationship that does choose these things. This way there is not a debate over what to eat every night. I go grocery shopping. I cook. Sure I ask for my wife's input. But, you need someone to make decisions. That's one of the conflicts young people have - wanting to listen to their music or eat their food. They want control over some aspect of their life. Hence, when you get four guys together and they all have different musical tastes, they all try to "control the jukebox" as it were. No leader can create issues (not always).