DM Hazing

VoiceOfReason?

First Post
I'm sure someone else out there has done it, or experienced it. I'm talking about 'hazing' a new DM. A collaberative effort on the part of an entire group, rather than one or two individuals, to antagonize the DM. It became somewhat of a tradition and/or art form in one of my gaming groups when a DM refused to accomodate player interests in his game (almost invariably someone's 2nd or 3rd campaign attempt-we weren't so cruel as to torment our 1st time game masters). Whether the game was too combat-intensive, or lacked motivational plot hooks, fell onto a railroad, or just plain sucked, everyone eventually got the business end of this little sport.

Basically the way it went was this: The players first decided (in secret) what they disliked about the game and confronted the DM as a group. If nothing changed, we would then come up with a rule guided by poetic justice that we would follow as a group. When the problem corrected itself, the rule was lifted (if the game lasted that long).

For instance, Tony was running his 3rd game. Players had complained to him through his first 2 games (about 15 sessions) that the plots were weak, and action (combat and skill checks) was sparse and easy. Sure enough, module #3 proved to be as low-quality as the rest (some cheesy thing about rescuing an alchemist from his mansion/laboratory-turned-bottomless-pit-in-a-bad-accident. Not exactly bad, just cliched thru n thru). Due to the complete lack of things to do besides answer the fair maiden from the tavern's request for aid, we decided to stir up some interest. Our group (5-6 people lvl 9ish, good mix) turns from a primarily NG/LN group to the scourge of the west coast, unleashing hordes of demons into the wilderness; worsening relations between two nations and starting a war between two others; disabling scores of miles of roadways through the use of magic; enticing dragons to take up residence on and off the coast, then marshalling a fleet of 4 pirate ships to lock down the harbor of the small port town where we were supposed to aid the local alchemist. Eventually, Tony got smart, played off our pirate thing, and after a couple fun sessions of naval battles and sea chases, he lured us to a haunted island of sorts (another module, but this one was better and he came up with a lovely hook to get us there, so we happily returned to our good behavior)

In an unrelated incident; Shane decided one day he was going to try to run a political game. Problem was he didn't tell the players beforehand. So, like any self-respecting D&D group, we ended up after character creation with a couple combat monkeys, a good healer, a rogue (mostly dungeoneering skills), and a sorcerer who also served as our 'talker'. Good setup for an all-purpose D&D game, not good for an almost strictly political game. We tried to convince Shane to let us alter or remake characters with a few more points in social skills or charisma with no success as intrigues flew, assassinations occurred that we had nothing to do with, and some bad guys got away. Then we enstated the 5-word rule. Every NPC had 5 words to convince the party that he should not be immediately slain out of hand. "Hi, my name is Dick" is 5 words...and not much incentive. And really, who starts a conversation by saying "I will give you gold" instead of introducing themselves? Surely someone with a manner like that is up to something and should be dealt with like the rest of the conniving vermin.
Blood flowed like floodwater. Every corpse was mutilated. Heads rarely rolled because they were often too mishapen by the time we removed them from the NPC's neck, instead they dropped like lumps of bread dough. The game died in a matter of minutes.



Any other groups out there that came up with in-game ways to deal with railroading/booring game syndrome/DM powertrip/crappy description/etc. whether they worked or not?
 

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I have found that a little playful ribbing for a newb DM is ok, going to the extreme you explained would not be my style. Personally I would like to try to get a new DM to enjoy the experience, and learn to develop their style. Also it take a while for new DMs to get a feel for their games. Being told my style sucks and my players ganging up on me wouldn't exactly make me want to run any more games.
If someone played a difficult character, that kept me on my toes, that one thing, but to have character just playing outside of the norm (such as severing the head of every NPC that came along) would be unacceptable. A newb DM might give up, and you wouldn't have the pleasure of seeing if they could become a wonderful DM.
I doubt that your first time as a DM was a wonderful experience for your players. You were still learning the rules, and having to make referee style descision. You had to keep track of everything now, instead of just one PC.
THough I doubt this is the answer you were looking for. Honestly if my players simply starting killing everything in site there would be serious repercussions in the game world, and they would be rolling up new characters really frigging quick. But I have been doing this for several decades.
My advice, be a little bit nicer. I am not saying don't tell the DM what you think they can improve, I just think you might want to be a bit nicer. I have seen things like that end entire friendsships.
 

I wouldn't do anything like that normally. I guess some DM's are pricks that are too big for their britches, and I guess they deserve that kind of reaction from players. If he deserves this, and I actually made a mockery of his game, that would be my last session playing with him as the DM. But if the DM really is trying to improve his DMing skills, I would never turn his game into a complete disaster like that.

I don't like demanding players at all. Giving the DM suggestions to help him improve is great, but whining because he's not catering to your every need bugs me. DMing is hard, and the players don't "own" me....I'll DM the way I want to. I'll try to improve to make it better, but I'm not going to obey players every command just to make them happy. I suggest that if you have a problem with a guys DMing, then you DM the group and hope you're as perfect as you expect him to be.
 

Two comments:

1) In Jester's game, DM razing is integrated into the game as he's been know to change rules on the spot, usually to hurt the PC. So, we decry his abuse of power and try to screw with him, but we don't take it too seriously, and keep on gamin'. (Usually followed by howls of "Throw us a bone, James!"). In some ways, I don't think the game would be as challenging if he wasn't constantly tweaking stuff.

and

2) Can't we all just get along? :)
 

If I was a DM in this situation I'd find a new game and some new friends. Admittedly, in the second case the DM was not without fault, but that reaction was still excessive. I don't appreciate players wasting my prep time. If someone's that unhappy, then they can take over as DM.
 

Mishihari Lord said:
I don't appreciate players wasting my prep time.

That sounds like the DM wasting his own prep time, if he didn't tell the players to make characters relevant to the campaign, and then refused to allow them to make relevant characters. It's also a waste of the players' time. It sounds like the DM was simply abusing the players by giving a fighting party a purely politcal adventure - the players simply turned it around by proving that politicians don't have d12 hit dice.

And usually, when our DMs do something like that, they don't let us retaliate that much, but otherwise, those are things that we try to do.

Something that happened to us - I believe we were supposed to help some elves. Unfortunately, we're not exactly good-aligned, and we couldn't care less about elves. After meeting with an important elf, the plan was originally that each member of the party would carry a part of the elf emissary to the river, where we'd dump his parts. However, other elves noticed, and I think we had to kill and run. Our actions eventually resulted in a war between humans and elves.
 
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VoiceOfReason? said:
I'm sure someone else out there has done it, or experienced it. I'm talking about 'hazing' a new DM.
Maybe I have been conditioned by the media, but everytime I hear that "H" word, that can't be good.


VoiceOfReason? said:
Any other groups out there that came up with in-game ways to deal with railroading/booring game syndrome/DM powertrip/crappy description/etc. whether they worked or not?
Try out-of-game method: if you don't like your DM, find a new one, or volunteer yourself.

You think being a DM is easy? Try it.
 

Angel of Adventure said:
1) In Jester's game, DM razing is integrated into the game as he's been know to change rules on the spot, usually to hurt the PC.

This is at least something of an exaggeration- unless it's unintentional.

Also, I don't know how one would raze a dm without the campaign suffering serious setbacks.

Edit: Although, in all fairness, if I've been running something wrong and someone can show me the correct rule, I'll usually switch mid-stream.
 
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I'm amazed that the original poster has so many choices of DMs that he can risk driving them out of the chair. As a DM, if players did anything of that sort to me, they'd end up with no game. (Meanwhile, I'd have little trouble finding new players.) In fairness, though, I do tend to listen to and address those concerns of my players that I find to be valid, or even that I'm just neutral on. For example, I'm neutral about increasing (or decreasing) the per-session combat average, but I'd ignore whines about how I handle D&D respawning. (I've eliminated raise dead in my games.)
 

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