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<blockquote data-quote="VoiceOfReason?" data-source="post: 2118195" data-attributes="member: 27145"><p>Hrm, not the reaction I expected exactly; let me explain a few things:</p><p></p><p>-yes, we had no shortage of DM's, this was the largest gaming "group" I have ever seen, short of convention crowds-at times numbering 25+ of us (not all at one table). Our group existed for 6 years before I moved away and to my knowledge still gathers 2-3 times weekly for various games. </p><p></p><p>-Because we always had 10+ people willing to play <em>any</em> game that <em>anyone</em> wanted to run, there were generally 2-5 campaigns in progress at a time, with as many on hold as DMs gathered and recorded new ideas.</p><p></p><p>-I did DM regularly for this group, often with 2 or more campaigns ongoing simultaneously. I got the treatment twice, once for blatant railroading (in which the characters did nothing but speed through every adventure and purposefuly failed to complete each one) and once for imposing a house rule that hindered melee combat (the group killed all their fighters and made a group consisting of wizards, sorcerers, druids, and clerics-which had a profound effect on fomulating adventures, forcing me to rewrite most of the campaign or lift the rule).</p><p></p><p>-This was never done to a new DM. We the players <em>always</em> did what we could to get a new DM's first campaign off without a hitch (unless it was simply unplayable). Considering nearly half of every group's PCs were played by people who were presently or formerly a DM themselves, it was a forgiving atmosphere when that was what was called for. For the same reason, our newer DM's had all the experienced advice they could want, and help from all sides (from players in the game or from players/DMs in other games) calculating CR's, devising plot hooks and adventures, etc.</p><p></p><p>-Don't think for a second that the DM's didn't retaliate. 4d6's dropped for character generation on a regular basis.</p><p></p><p>-Dispite how my first post may have come across, we weren't simply trying to ruin a game. It would have been much simpler to walk away or euthanize the game in favor of a new one. The hazing was not malicious. We were all friends, saw eachother every day at school. It was more like a rules argument taken to an extreme. The players presented their argument (by tormenting the DM), and the DM presented his (by continuing what he was doing). Eventually one side or the other would win out when</p><p>a) the DM conceded to the players' demands and stopped pissing them off in-game;</p><p>b) the players decided to continue with the game as the DM had it scripted and just deal with it; or</p><p>c) the DM got frustrated, cancelled the game, and was usually given first dibs on the timespot next week if he wanted to come up with another, or alter the first one to better suit the players' preferences.</p><p></p><p></p><p>perhaps the sheer size of our group dictated different polotics than other, smaller groups. And now that I think on it, none of the smaller groups I played in went to this extreme.</p></blockquote><p></p>
[QUOTE="VoiceOfReason?, post: 2118195, member: 27145"] Hrm, not the reaction I expected exactly; let me explain a few things: -yes, we had no shortage of DM's, this was the largest gaming "group" I have ever seen, short of convention crowds-at times numbering 25+ of us (not all at one table). Our group existed for 6 years before I moved away and to my knowledge still gathers 2-3 times weekly for various games. -Because we always had 10+ people willing to play [I]any[/I] game that [I]anyone[/I] wanted to run, there were generally 2-5 campaigns in progress at a time, with as many on hold as DMs gathered and recorded new ideas. -I did DM regularly for this group, often with 2 or more campaigns ongoing simultaneously. I got the treatment twice, once for blatant railroading (in which the characters did nothing but speed through every adventure and purposefuly failed to complete each one) and once for imposing a house rule that hindered melee combat (the group killed all their fighters and made a group consisting of wizards, sorcerers, druids, and clerics-which had a profound effect on fomulating adventures, forcing me to rewrite most of the campaign or lift the rule). -This was never done to a new DM. We the players [I]always[/I] did what we could to get a new DM's first campaign off without a hitch (unless it was simply unplayable). Considering nearly half of every group's PCs were played by people who were presently or formerly a DM themselves, it was a forgiving atmosphere when that was what was called for. For the same reason, our newer DM's had all the experienced advice they could want, and help from all sides (from players in the game or from players/DMs in other games) calculating CR's, devising plot hooks and adventures, etc. -Don't think for a second that the DM's didn't retaliate. 4d6's dropped for character generation on a regular basis. -Dispite how my first post may have come across, we weren't simply trying to ruin a game. It would have been much simpler to walk away or euthanize the game in favor of a new one. The hazing was not malicious. We were all friends, saw eachother every day at school. It was more like a rules argument taken to an extreme. The players presented their argument (by tormenting the DM), and the DM presented his (by continuing what he was doing). Eventually one side or the other would win out when a) the DM conceded to the players' demands and stopped pissing them off in-game; b) the players decided to continue with the game as the DM had it scripted and just deal with it; or c) the DM got frustrated, cancelled the game, and was usually given first dibs on the timespot next week if he wanted to come up with another, or alter the first one to better suit the players' preferences. perhaps the sheer size of our group dictated different polotics than other, smaller groups. And now that I think on it, none of the smaller groups I played in went to this extreme. [/QUOTE]
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