Am I too funny to Dm?

They call the Scarred Lands "the black book of sickness"?
What kind of players do you play with?
I mean, this is really odd. Well, I think you should confront the players and ask them to exactly tell you what they mean. Eventually, no one on this board can tell you what they mean, but only them.
And, if they don't want to play, maybe you need other players?
 

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I'm too funny for this game
Too funny for this game
So funny it's lame...

Cause I'm a DM
You know what I mean
I roll my little dice
behind the DM screen

behind the DM screen... yeah!


Okay, sad excuse for a filk... so sue me...
 



Psion's advice is good. Kill a couple of 'em off.

Rein in the free-form style of running adventures. I've found that this often gives the players the idea that you're pulling the adventure outta your butt, and they don't take it seriously. They think they can outfox you, because if it isn't written down, they figure they can manipulate you and the adventure more. Be business-like about it; at least look that way. Make them believe you have it all written down, and that you have an actual tangible plan.

That's just how I'd do it.
 

Lars Frehse said:
They call the Scarred Lands "the black book of sickness"?
What kind of players do you play with?
I mean, this is really odd. Well, I think you should confront the players and ask them to exactly tell you what they mean. Eventually, no one on this board can tell you what they mean, but only them.
And, if they don't want to play, maybe you need other players?

Apparently they consider it WAY broken. (I haven't shown the CCs at least, or they haven't REALLY looked at it) Basically I think they just want core rules stuff so they can mix/max to their hearts content. But I do think IN ened others players. I'm taking applications folks!
 

Psion said:
I'm too funny for this game
Too funny for this game
So funny it's lame...

Cause I'm a DM
You know what I mean
I roll my little dice
behind the DM screen

behind the DM screen... yeah!


Okay, sad excuse for a filk... so sue me...

LOL! :) Alan, that's terrible and FUNNY! I love it! But please! Don't quit your day job. ;)

btw, they don't like Ravenloft either. Might tell you something about them. :)
 

ColonelHardisson said:
Psion's advice is good. Kill a couple of 'em off.

Rein in the free-form style of running adventures. I've found that this often gives the players the idea that you're pulling the adventure outta your butt, and they don't take it seriously. They think they can outfox you, because if it isn't written down, they figure they can manipulate you and the adventure more. Be business-like about it; at least look that way. Make them believe you have it all written down, and that you have an actual tangible plan.

That's just how I'd do it.

Well I tried that with City of Freeport. This was before the book was out..and I only had Death and Terror. They ended up wrecking Freeport and quitting because they "ran out of fun things to do"
 

your players really seem to not like the game you are giving them. if that's the case there was nothing you could do from the start. when dm and player have conflicting ideas about what makes a good game, it's done before it starts. alot of players can't handle a freeform style of play (i crave it like water) and get frustrated/bored when you do not beat them over the head with an obvious adventure hook. with that said however, forcing them to create every adventure themselves does put forth the image of a dm who is not really doing the job and can lead to problems such as you are experiencing.
 

Another way of dealing with it, would be to beat them at their own game. If they're not prepared to take you seriously, start taking them & there characters less seriously. Usually I find that this causes the players to make there characters more serious, to give themselves more of an impact.
 

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