A simple combat taking a whole session...

In the campaign im currently running it seems like party unity went out the door the moment a few players stoped showing up...
Party members are constantly fighting others...and they are taking forever in doing so, always being rule lawers and ive tried everything...i got a coupple experenced players (my party has players age 8-15) to npc people who dont show up, 2 guys worked together and got the people they were npcing for 46,000 xp each in one free action (long story) , i thought that might show the players party unity works, but they still fight, if one person doesnt write specific spell components down they argue that they shouldnt be able to cast that spell, if they forget to announce something like flurry of blows, and roll for it the argue about it...ive tried talking to the out of game...NOTHING WORKS

I REALLY NEED HELP
 

log in or register to remove this ad

When I DM, rules lawyering leaves. I don't care what the other people say about the rules, my decision is final. After the game, then discussion can take place, but game time is my time, and they aren't wasting it.

Course, as a player, I rules lawyer as much as the next person, so it's not like I'm an angel or anything.
 



Tell them you want combat to flow a bit more smoothly, so you are going to regulate the actions more carefully.

Then have them stop talking...point to the player with the highest initiative and say, what are you doing?

Resolve their action...continuing to remind other players to keep quiet. Then move to the next player.

Continue in this manner until the combat is complete. Then move on...

Keep doing this until they get the clue...they'll get to go when it's their turn.

Cedric
 

Are they having fun? I mean, for some people, big shouting matches and disputes are a hoot.

Obviously not for you, however.

I would start by asking them if they enjoy this style of play. If they do, then there's just a basic difference between you and them that no amount of maniuplation or coercion is ever going to fix. And that's fine. You don't have to play together.

If you don't have fun with their style of play you need to find another group.

Now, if THEY don't have fun with their style of play, maybe something can be done... But find out first.
 

Seems mostly like the players need to realize a simple bit of who is supposed to moderate and control the nuisances of the game.

The Dungeon Master.

It isn't the player's place to argue what another player does as being wrong. Possibly if an argument breaks out between Player/DM, but simply put, they need to drop it.

Try to talk to them out of game about it, and how you think there's a problem. The problems may be based on something else however. Encourage your players to talk to you about rules issues away from the table if they have any and just remind them that this is a group game meant for fun. If that doesn't work so well well.

Something that you may want to consider is just being more forceful on enforcing that it's your call. And if you frankly don't care about tracking minor components, then it isn't an issue. Maybe if a player starts to argue that point, have the effect resolve and just try to move on. It can be hard (And probably quite frustrating to the players), but if their arguments are getting in way of the game.

"I cast fireball!", Player 1

"Do you have a bit of bat guano on your character sheet?!", Player 2.

"Okie, Monster E, Monster B and Player 3 need to make Reflex Saves." DM

...
 

I play with a group of 9 people in that age range, and here are my rules.

1) The rules are optional. I don't care if you forgot to write down spell components or arrows, as long as they're cheap, you have 'em. Anybody with more then 10 Int would remember to bring torches along when they go adventuring.

2) Move fast. You have 15 seconds to state the general outline of your move. Attack, move, cast a spell, whatever. You can decide what your casting or attack and where, but if you don't have some idea, then you're delaying until the next combat.

3) Acting in a deliberately inflammatory manner, or making nonsensical actions, such as defecating on people, will get you a warning on the first offense, skipped on the second, and beheaded on the third (I have a battleaxe for just that reason).

4) Focus on what you're character is good at. Melee types don't shoot bows, archers don't charge, and spellcaster cast their spells.
 

MissingDividends said:

Party members are constantly fighting others...and they are taking forever in doing so, always being rule lawers and ive tried everything

If you are the DM then you should just put a end to the crap, it is that simple, raise you voice if need be and tell them that you have the last word on the rules, put the books down and get on with the game, or just go home. It's not their job to police each others character sheets, this isn't a competition, tell them to get over it or go home, it looks like the game is in danger of folding anyway, telling them to straighten up or they are kicked out seems like the only option left. IF they enjoy playing this way then you need to find another group, but if they are just too busy worring about what the guy next to them does instead of what is going on in the game then that needs to be stopped or the game needs to just end. THe DM has final say in all rules matters, even when the DM goes against what is in the rule books, if this situation is as bad as it sounds then you need to literally put your foot down and demand their attention be on you or the game ends. Myself I'd advise just giving up and getting a new group.
 

DM with a vengence said:
I play with a group of 9 people in that age range, and here are my rules.

...

DMwaV's kung fu is strong. I admire DMwaV's kung fu.


Hong "now I want to kill him and take his stuff" Ooi
 

Remove ads

Top