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General Tabletop Discussion
*TTRPGs General
Dealing with an "oldschool" DM
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<blockquote data-quote="robconley" data-source="post: 4884974" data-attributes="member: 5636"><p>This is true, however the level and treasure system as presented in the 4E DMG are RECOMMENDATIONS not rules like daily powers fire 1/day. This is a point that I find many 4E Gamers fail to realized and of course causes a lot of issues the DM ignores this. What 4E does is expose the math so it there when you need it. It is not there so that every 4e character in any 4e campaign have the correct bag of magic items. </p><p></p><p>Certainly if you run published adventures you have to keep in mind that they were designed with the math of the DMG. So if you have a low magic campaign sending them into a dungeon of their level may not be the best idea as they won't have the magic items that the authors assume.</p><p></p><p>The XP shortchanging is a bit fishy IMO. His DM should not be doing that even if he has poor tactical skills. One thing I recommend is that DM should have all his monsters printed on cards for easy reference. When I did that DMing 4e became a lot easier. Everything you need is there the only thing you need to memorize are what the keywords mean.</p><p></p><p>As for the roleplaying after initiative it sounds like the DM is not doing a good job there. I make it very clear in my games that the players exist within a world that their actions have consequences both good and bad. That best way to deal with the challenges is to roleplay them like you were actually there. </p><p></p><p>Of course in real life people do attempt to continue to talk even with the other guy start going all out against you. Sometime it works and sometimes its doesn't.</p><p></p><p>The main problem with my approach is that in real life people have all type of cues other than words, facial expression, body posture, etc, etc. With tabletop roleplaying it is hard to simulate all that even impossible at times. It takes practice by the DM to figure all the little things you need to do make up for the fact we are sitting around a table pretending rather actually being there. </p><p></p><p>Before I got this stuff down pat my games often had issues like the poster described, mainly because I failed to describe some important detail but also I was too rigid in applying what the players said their character was doing. Sounds like his DM has forgotten those lessons and his players are not having fun because of it. </p><p></p><p>The best way to deal with this is talk with him outside of the game and be frank with him.</p></blockquote><p></p>
[QUOTE="robconley, post: 4884974, member: 5636"] This is true, however the level and treasure system as presented in the 4E DMG are RECOMMENDATIONS not rules like daily powers fire 1/day. This is a point that I find many 4E Gamers fail to realized and of course causes a lot of issues the DM ignores this. What 4E does is expose the math so it there when you need it. It is not there so that every 4e character in any 4e campaign have the correct bag of magic items. Certainly if you run published adventures you have to keep in mind that they were designed with the math of the DMG. So if you have a low magic campaign sending them into a dungeon of their level may not be the best idea as they won't have the magic items that the authors assume. The XP shortchanging is a bit fishy IMO. His DM should not be doing that even if he has poor tactical skills. One thing I recommend is that DM should have all his monsters printed on cards for easy reference. When I did that DMing 4e became a lot easier. Everything you need is there the only thing you need to memorize are what the keywords mean. As for the roleplaying after initiative it sounds like the DM is not doing a good job there. I make it very clear in my games that the players exist within a world that their actions have consequences both good and bad. That best way to deal with the challenges is to roleplay them like you were actually there. Of course in real life people do attempt to continue to talk even with the other guy start going all out against you. Sometime it works and sometimes its doesn't. The main problem with my approach is that in real life people have all type of cues other than words, facial expression, body posture, etc, etc. With tabletop roleplaying it is hard to simulate all that even impossible at times. It takes practice by the DM to figure all the little things you need to do make up for the fact we are sitting around a table pretending rather actually being there. Before I got this stuff down pat my games often had issues like the poster described, mainly because I failed to describe some important detail but also I was too rigid in applying what the players said their character was doing. Sounds like his DM has forgotten those lessons and his players are not having fun because of it. The best way to deal with this is talk with him outside of the game and be frank with him. [/QUOTE]
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