JConstantine
Working-class warlock
Those came out long after I ran my first session, and even with experience those videos just don't gel for me.His 2022 videos on the rhythm of play on the other hand are excellent!
Those came out long after I ran my first session, and even with experience those videos just don't gel for me.His 2022 videos on the rhythm of play on the other hand are excellent!
See we're similar in very broad strokes, I agree with a lot of that list, but there's undoubtedly a handful of very important differences as well. I'll talk a bit about character, in a very sweeping way, to highlight what may be one of them.
Haunted City was more entertaining thanks to the players,
It’s important to recognize that this is a two-way street. What you’re describing highlights real problems that can originate with a referee, but that’s only half the equation. The other half is: how do we tell when a player is being unreasonable toward the referee?Things I would consider suspicious DM behavior:
- Zero-discussion refusal to permit what other participants see as a reasonable, warranted course of action, doubly so if coupled with refusal to explain beyond "it will make sense eventually, please wait 3-6 business months"
- Surprising players with obstacles or dangers that should have been knowable or foreseeable, but which somehow went unnoticed until the moment they actually blocked something or caused harm or led to an ambush etc.
- Failure to be consistent with past adjudication, especially if each issue is functionally adjudicated as though for the first time (which is, IMO, the almost-guaranteed result of nearly-but-not-quite-all "rulings, not rules" paradigms*)
- "Explaining" a situation in such a way that only one valid course of action is permitted, even though many others should have been possible but just aren't for some reason that the players aren't allowed to know
- Keeping essential information black-boxed, or (more irritatingly) locking it behind excessively over-detailed required questions, such that the DM can then say "well you never ASKED" as an excuse
- Dismissing player feedback and concerns as not being worthy of attention, or (MUCH worse) even being outright harmful to the campaign
- Arbitrary decision-making, especially when the decision in question unavoidably leads to negative consequences the player(s) would have avoided, or at least tried to avoid, if they knew about it in advance
- Expecting expansive, pervasive trust for anything short of an overt, quantifiably harmful action or behavior (in effect, you can only complain if you have the proverbial "receipts")
- Refusing to ever entertain any form of criticism or player concern while in session, regardless of the player's reason
- "My way or the highway"-ism, where player criticism or concern is met with a near-instant "if you don't like it, you can always leave" response
What do any of those things have to do with what Micah said?Are you asserting there aren't dramatically more players than DMs--such that there isn't a shortage?
Are you asserting that nearly all players always have a long, established history with their players before a campaign begins? (If so, how can that established history have occurred when they're starting their first campaign???)
Are you asserting that trust never needs to be built nor maintained? Because that's what people have been telling me they haven't been asserting for a while now, and it wouldn't be out of the ordinary for an assertion that was apparently 100% one direction for the thread up to this point to suddenly reverse.
Citations needed. Because I've talked about that quite a bit and never once said anyone was forced by the setting to make a decision, and I haven't seen anyone else say that either.Have you not seen the NUMEROUS times people refer to an "objective" world, to being forced by the setting to make a decision, to having "realism" limit their actions (but as soon as this is questioned, we see that "realism" is barely even a limitation at all)?
I mean, sure, but the player isn't the one laying claim to power and leadership and expecting trust. There's a reason greater expectations are placed on those who claim authority.It’s important to recognize that this is a two-way street. What you’re describing highlights real problems that can originate with a referee, but that’s only half the equation. The other half is: how do we tell when a player is being unreasonable toward the referee?
This only counts if we look at cases. If we instead look at how much effect a problematic action has, DMs engaging in problematic behavior have far greater impact than players engaging in problematic behavior, even if we assume DMs are significantly better than players on average. Because when a DM does something hinky (again, not necessarily bad, just questionable/concerning), it usually affects everyone at the table, while a single player doing something hinky may only affect the DM, not anyone else.In my leadership training, both in and outside of gaming, I didn’t just learn what not to do as a leader. I also learned how to identify when issues are arising from within the group itself, and what to do when one of the group members is contributing to the problem.
In my experience, table issues tend to fall into one of three broad categories:
All three happen. In fact, I’ve seen each many times. That said, most of the time when something goes wrong, it involves players, not because players are inherently less reasonable than referees, but simply because there are more of them. One referee, five or six players: odds are, the source of disruption lies somewhere on the player side, just by numbers alone.
- The problem originates with the referee.
- The problem originates with the player(s).
- The problem arises from both sides contributing to a breakdown.
And this isn’t just a tabletop roleplaying issue. In any leadership context, whether running a table, a team, or an organization, clarity, consistency, and transparency are the foundation of good leadership. Without them, people lose confidence in the process, and communication breaks down on all sides.
But that's exactly the issue, it ISN'T transparent, by intent! There's a reason I keep bringing up the "black box". Black box DMing is inherently not transparent. It cannot be transparent, otherwise it wouldn't be black-boxing anything.Specific to tabletop RPGs, this is why good refereeing is so important. Even if it isn’t based on a written rulebook, it still needs to be transparent and consistent, so that players can understand how decisions are made and what to expect in similar situations. That kind of consistency builds trust over time.
Who said that? If the group isn't having fun, the game is being played wrong. It's about the only way to play it wrong.I mean, is it? According to the people in this thread, the alleged game-on-offer is one where things are supposed to make sense, where plausibility/probability/reasonableness/etc. etc. are supposed to be of the highest priority, higher even than "are the players having fun" (as was explicitly articulated upthread), functionally the single highest priority of the campaign.
I agree there needs to be a mix of both in play. When talking about taking it seriously, though, I was referring to out-of-game.Have you not, yourself, been one of the people to articulate that sometimes, for the fun to be fun, we must take it seriously? That there need to be times where we aren't, technically, having fun, in order for the fun to really be there at all?
Because that's where I'm at with this. I know I am a serious person (sort of. I'm often very silly in-person, but when I put on my serious pants I go full-bore serious, and I will turn on a dime between the two.) A good TTRPG requires both silliness and seriousness, "all in fun" and "deep story and pathos and [etc.]", in order for me to really get full enjoyment out of it. Stuff that is just unrelentingly silly is a major turn-off. Stuff that never lets anything unserious happen is equally bad but, at least for me, harder to spot.
If multiple players have multiple problems over time then sure, I gotta take a long hard look in the mirror. No argument there.I mean, is it? According to the people in this thread, the alleged game-on-offer is one where things are supposed to make sense, where plausibility/probability/reasonableness/etc. etc. are supposed to be of the highest priority, higher even than "are the players having fun" (as was explicitly articulated upthread), functionally the single highest priority of the campaign.
If you find your players are repeatedly having a problem with what you've done, does that mean it's a them problem? Or does it mean you're failing to live up to the game you offered to run?
Well, all I can say to this is that for the most part it's worked for our diverse lot for about 45-and-counting years now (I've been in for 43 of those). That said, the first few years were a lot more wild-west and while a lot (and I mean a lot!) of fun was had it's fairly safe to say trust was in short supply in all directions. Player-vs-GM and player-vs-player was far more common. Sometimes characters were there too.But that's not what people actually say when you bring up examples. In order for it to be "good enough", the players must trust for literal months on end--possibly half a year--without ANY evidence beyond "trust me". That sure as hell ain't what I would call "good enough". That's taking things on blind faith with the hope of maybe, possibly, someday, getting an explanation, all the while having to be blown about by what seems like the winds of change and chance, because things actually making sense is deferred for literal months at a time.
This is different than what I at least have been talking about, that being at-the-time inexplicable in-game events or situations that may or may not impact PC actions. The water-above-the-stairs piece, for example, never affected anyone's actions as their only interaction with it was to look up the shaft, see some fishmen smiling down at them through the water, and because of the fishmen's presence decide not to go that way.Things I would consider suspicious DM behavior:
- Zero-discussion refusal to permit what other participants see as a reasonable, warranted course of action, doubly so if coupled with refusal to explain beyond "it will make sense eventually, please wait 3-6 business months"
I do this all the time, largely because "should have been knowable or foreseeable" still doesn't mean they're necessarily going to know it or foresee it if the perception dice (or their lack of preparation) dictate otherwise. And yes, in situations like that I'm more than happy to be a 'gotcha' DM.
- Surprising players with obstacles or dangers that should have been knowable or foreseeable, but which somehow went unnoticed until the moment they actually blocked something or caused harm or led to an ambush etc.
Agree fully on the adjudication-consistency piece but disagree that it's caused by rulings-not-rules. A good DM turns rulings into rules and thus preserves consistency going forward.
- Failure to be consistent with past adjudication, especially if each issue is functionally adjudicated as though for the first time (which is, IMO, the almost-guaranteed result of nearly-but-not-quite-all "rulings, not rules" paradigms*)
These are just variants on the first three.
- "Explaining" a situation in such a way that only one valid course of action is permitted, even though many others should have been possible but just aren't for some reason that the players aren't allowed to know
- Keeping essential information black-boxed, or (more irritatingly) locking it behind excessively over-detailed required questions, such that the DM can then say "well you never ASKED" as an excuse
- Dismissing player feedback and concerns as not being worthy of attention, or (MUCH worse) even being outright harmful to the campaign
- Arbitrary decision-making, especially when the decision in question unavoidably leads to negative consequences the player(s) would have avoided, or at least tried to avoid, if they knew about it in advance
I thnk it's right and proper for trust to work on an innocent until proven guilty basis.
- Expecting expansive, pervasive trust for anything short of an overt, quantifiably harmful action or behavior (in effect, you can only complain if you have the proverbial "receipts")
This one's very situation-dependent. Some concerns need to be sorted right now. Other more minor ones can wait, and still other non-legitimate concerns (e.g. "You hit my character with every swing!" when my dice run hot) I'll ignore.
- Refusing to ever entertain any form of criticism or player concern while in session, regardless of the player's reason
My game, my rules. I've got loads of player-accessible material explaining the type of game I tend to run, it's not like there's no warning.
- "My way or the highway"-ism, where player criticism or concern is met with a near-instant "if you don't like it, you can always leave" response
It's more "rulings become rules"; and yes, the significant ones or ones that are likely to reappear often do get added to the game rules.*For context, Lanefan, I consider your approach to not even actually BE "rulings, not rules". Your approach, as far as I'm concerned, is actually "my rules, not those rules". They're still rules, and you expect yourself to abide by them. They just might not be 1:1 matching up with the rules the publisher wrote down in their book--but you still write them down in some book, somewhere, and the players are free to read and learn them just as they could any other written rules. You are, to the best of my knowledge, the only person who lays claim to the "rulings, not rules" mantle who does this to this extent.
And IMO that's bad DMing. Rulings not rules to me frees up the DM to adjudicate things that go outside the written rules in whatever way she wants - the first time. After that, IMO she's bound by her initial ruling just as if it's in the rulebook."Rulings, not rules" has always meant, to me, that "rules" as such don't really exist. There are no rules. There's just what the DM says today. They might say something different next week. They might not. That's for next-week-DM to decide; right now you have today-DM saying what makes sense to today-DM. Though generally next-week-DM and today-DM agree pretty well. The bigger issue is today-DM vs six-months-from-now-DM. They might as well be completely different people, for all the good it'll do you knowing what today-DM has told you.
I think the main response in play here amounted to "Huh. That's cool." before they moved on to other things.I would have probably thought it was really weird and asked, "Hey, is there some kind of magic or supernatural power keeping the water out?" or the like. I can generally anticipate that such an obviously unphysical behavior has to have a supernatural source. But maybe it's just a quirk of air pressure in this world, or something like that. A lampshade would do for such a comparatively minor issue.
From me you'll get consistency and it'll be realistic-adjacent until-unless fantasy element dictate otherwise.The kinds of issues I'm talking about relate to player decisions and PC-affecting consequences. Hence the examples I've given. In a campaign where "realism"(/plausibility/reasonability/etc. etc.) is meant to be THE deciding factor, THE prime motivator over and above all other things, I'm going to have pretty high requirements about being given enough details to make an informed decision. I had thought such a thing was inherent in the very premise: the details will matter, they will be consistent, they will adhere to what you as a player know (either from our Earth, or from what the players have learned or got ample, real, non-gotcha, no-BS opportunities to learn and just failed to put in even a modicum of effort)
I may or may not be able to fulfill your request, as I may have put the person who said that on ignore, and I've already been told off for going the other way on that, I don't want to deal with the mod hammer ever again if I can help it. I am not saying this to dodge, simply to give prior notice that I might be genuinely unable to fulfill your request. But I do know that, not that long ago in this thread, there was a cul-de-sac where someone on whatever-you'd-call-your-side said that fun wasn't the highest priority and that other things would definitely take precedence, which at least one person on whatever-we're-calling-"my"-side found hard to believe.Who said that? If the group isn't having fun, the game is being played wrong. It's about the only way to play it wrong.