I'm A Banana
Potassium-Rich
KB said:Indeed, which is why defeatist "this is just what players are like, accomodate them" advice annoys the heck out of me.
It's why I don't think the article is very good, either, because it seems to come on very strongly with "badwrongfun!" I think the ultimate point is a good one, and that the DM does need to stop taking it so personally (your "art"?!), but the writer makes some kind of sad assumptions about the group, what they're trying to achieve, and how to make it better, and gets lost in kind of bashing the kid's style too much.
The DM has a place for fun in the game that, IMO, is the equal of any player. It's not above all the players, but it's on par with any one of them (which means the DM can be out-voted). I'm lucky, I think, that a huge part of my fun is helping my friends to have fun, so huge that I'll mercilessly execute any plan that seems like a fun idea for a night. But I'm definitely an extreme example.
The kid likes his history. I think the article would have been much better suited to focus on the how to make it relevant (like by spreading it out over multiple sessions or having it tie into the character's current powers or on methods of rewarding curiosity) than on telling the kid to swallow his pride (though the kid probably need to be told that, too, just as his friends might be needed to be told to calm down.

Imaro said:What tactic...it was an explicit question in an explicit situation that I was curious about, I think you're wanting to read more into it than is there. We've already come to the conclusion that me and you see differently what the main gist of this article is. I see one, maybe two paragraphs that actually state this...and no real advice or info on how to accomplish it, so I will just leave it at that.
The tactic is pulling out the "Why don't you go play another game if you're so not into this one?" card, which isn't a valid argument here. Because D&D certainly can encompass everything the players seem to want from it. It might have some troubles encompassing what the DM wants out of it, at least at the same time, though.
What outcry? And yes, the game is about everyone's enjoyment. I don't play games that I don't enjoy, simple as that. I also would say that the DM does the lion's share of both designing the game, presenting it, and spending the most money on it( players only need a PHB right?). What seems absurd to me is that I should disregard my playstyle of DM'ing because I happen to have players that aren't on board with it. If anything some kind of compromise should be taking place, and that...in the end is what I'm arguing for. Compromise takes place on both ends though, and I don't see the author once address the end on the part of his players.
If you missed two paragraphs of a five paragraph (IIRC) article, then I guess I can't really expect you to pick out the various instances of mild to moderate DM superiority complexes that pop up in this thread.

But that's okay. Because that's not the point. The point is that the article tells the DM (in a pretty shoddy fashion, IMO) how to get what he wants: make it relevant. It doesn't need to mention compromise. It's not about whose fun is more important. It's not a Fun Contest where the biggest smile wins. It's about how to keep the players happy, and make the DM happy to boot. The wonderful bit about that advice ("make it relevant") is that if Noah takes it, everyone wins. He gets his history (though probably not big blocks of it), and they get interested in his history (by luring them with the carrot of kewl powerz or phat lewt or whatever is actually relevant to his players).
It does appear that you may be too blinded by ire at the way the message was worded to distil the value in it from the claptrap. The article isn't about player entitlement or weakening a GM's influence or coddling players. It's about cleverly using your position of authority to give people what they want so they'll give you what you want. And yea, some of that is lost in the intial rush to tell the kid that he's not a special, unique snowflake.
IMHO it could be that this DM wants to run a specific type of game...and his players aren't on board for that. This in my mind doesn't mean he should necessarily change his playstyle, it could mean he should change players. Yet the article is very one sided in this area. It takes the side that he, as DM, must be doing something wrong. And there's just so many different ways of approaching the issue(which are hard without more info) that I think the article is more detrimental than helpful.
That's because this approach is defeatist, narrow minded, and, ultimately, no fun for anyone. It's a valid tactic when people are fundamentally incompatible, but, honestly, if the kid's so touchy that people not respecting his "art" makes him fundamentally incompatible with others, the kid's got bigger problems then what's at the table.
The DM, for better or worse, is responsible for their own enjoyment as well as the players'. That's the burden of authority and power in the game. If the player's aren't having fun, it's the DM's fault. If the DM isn't having fun it's the DM's fault. The buck stops there, after all.
So, regardless of who isn't having fun, it's up to the DM to use his power, to control the game environment, and try and make it fun.
Or to give up, I suppose. But, honestly, "Go find another group!" is tossed out way, way, way too much as a tactic, and it's not very constructive. I've had my share of disagreements with players and other DMs, and I've never had to just give up and write them off. Instead, I learned about the situation, dealt with it, educated myself, and moved on.
Uhm...once again how do you know it's relevant unless you listen? The earlier "save my game" article shows that his players (except for one) generally do alot of table talk. This could be chalked up to typical middle schooler behavior(especially when dealing with a peer who is trying to assert a level of control), and it's funny that at least one player isn't bored and actually takes an interest in what he's saying to them. Maybe he just needs three more like that player instead of the others.
Again, Noah didn't have any problems listing the item's abilities. He had trouble getting them to care about the appearance and history of the item (they spoke out during his exposition of the appearance, and he complained that they didn't care about the history). Conclusion? They didn't care about the appearance or history of the item. Want them to care? Make it important.
Maybe what he needs to do is learn how to deal with problems in ways other than taking his ball and going home as a first tactic whenever he has a disagreement. Heck, maybe *everyone* needs to learn how to do that.
Assume much? And once again, not all of them did. Do you feel it's right, even if it's just one player, for the other players to infringe on his fun as well because they don't find it interesting? Are the other three players now more entitled to their fun than the DM and this player?
You should really stop using "fun" like a bludgeon. If the DM's fun comes from having a captive audience for his fantasy "art," he's in the wrong racket playing D&D.
The article did entirely ignore those who Noah said were interested, and that's a shame.
Still, by making it relevant, he rewards them, too. Because if the history is important to getting the powers of the item, then those who have a particular interest in his setting porn will be more inclined to get powers. By integrating his history into the aspects of his game that the players are already all enjoying, he ensures that the important stuff isn't lost.
Are you arguing that the powers of an item are the only relevant thing? Or that these players somehow new ahead of time what was relevant? I honestly get the impression that the DM wants the players to be more pro-active in exploring his world...is this a good or bad thing? It all depends on the people you play with. At least one player finds it interesting, so it can't be all bad.
Are you arguing that these kids wouldn't let the DM get in a word edgewise? Because, again, he mentioned no difficulty when he listed the powers of the item, or at any other time in the adventure.
So perhaps the powers were the only thing relevant to the players and the game at the time. I get the impression the DM wants to showcase his artistic merit in a D&D game, which is something I've seen before, and which always goes horribly, horribly....horrible.