Dm questions?

sfgiants

First Post
Just a question about a situation I have encountered. I am a player in a d+d game and I am constantly running into an annoying issue. The dm tells me that I can't do things 'cause I am acting out of character. She has even told me that I had to heal others in the party with my cleric spells. No choice until I voiced my displeasure (all I wanted was to save 1 spell in the event of ambush at night). Am I being unreasonable? Should I just go with the flow? I don't know... Has anyone else ever encountered this?

PS: I can provide more details if it helps.
 

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Salutations,

It sounds like your dm is being overly heavy handed here.

Does the dm do this to all the players? Do they have a problem with it?

Have you spoken with the dm about the general issue instead of when a problem arises?

If the answer to the above questions is "yes", and the problem continues.. then your best bet is to have someone else dm.

I know I would not allow a dm to tell me how my character would generally behave. I would welcome their input if something I was about to do would violate my alignment/religion/etc, but even with those conflicts of interest- I would not be there if the dm was hijacking the control of my character.

RPG's are story games. The GM sets up the world and controls many of the events and characters of that world, but the players should not pawns to the GM's story.

When it comes to their characters- the main characters of the story, they are equal participants in the story telling process.

FD
 

Your DM is being far too controlling of your character actions, much more so than is appropriate. You should demand that he stop. For reasons of etiquette, make this demand outside of regular gaming hours.
 

Are the other players injured when you heal them? Or, does the DM just make you waste the spells?

Either case would be annoying, but the later much more so.:p
 

The healing situation was this: our group of 5 players was mortally injured. Only 2 remained conscious. The cleric (me) was not awake. After a short period (one day, I think) all but one of us was awake. I cast all my cure spells to insure everyone was above 0, and three were full hp. We then rested, everyone was full but one character who was short by about 5 hp. This character was a paladin and could have used lay on hands but wanted to save it. As a result, I wanted to save my spells as well (I was only level 1). The dm interrupted and attempted to coerce me into using my spells. When I got a little irritated she backed off. Similar things happened the next session.
 

Well sometimes DMs know a little more than players about what is going to happen next. If I was saving one heal spell and the DM suggested I use it before we went to sleep I most likely would. I would assume she wasn't going to have anything to harass us that night and so by using the spell now, I would not waste it by not using it until the morning when I got new spells again, or I would assume she had an encounter planned and expected everyone to need full HPs. Now then, if she became insistent after I declined, I think I might talk to the DM away from the gaming table to find out what the deal was. A DM shouldn't force you to do anything you don't want to. But, if she had some reason, maybe she could explain it to you at that point. At any rate, since you seem to imply this took place more than once, I'd definitely have the talk and see if you can come to an agreement on how much control you are supposed to have over your character.
 

G'day

Some players are not really interested in their characters as imaginary people or as fictitious characters, but are more interested in their characters as sets of formal abilities that they dispose tactically to overcome formal problems. (This is not necessarily an inferior approach, just different.) And other players, for reasons that I have never really understood, have their characters take deliberately bizarre and over-the-top actions. (But I notice that players are more inclined to do this when they are bored or when the GM has been jerking them around.)

On the other hand, some GMs are very much into the consilience, the alternative realism of their worlds. They find the wargaming and the wacky approaches by character-players really spoils their fun, and the fun of other character-players who share their preferences. These GMs are justified in intervening when a player's decisions threatens what they (and other character-players) get out of the game. The question is one of balance and of appropriate means.

A lot of RPG products give GMs very bad advice about the balance between GM and character-player preferences. They say "You are the gameMASTER. You are GOD at your gaming table. What you want GOES." This is both unreasonable and impracticable. In fact we all have to make compromises, because our friends do not play in our games in order to be bullied but to have fun. The danger with compromises is that you end with an option that doesn't satisfy anyone. So what you have to do is not game with any character-player who is not inclined to enjoy any game you can enjoy running, or with any GM who is not inclined to run any game that you can enjoy playing in. This isn't a personal judgement: I have good friends who I don't role-play with any more.

Then, with the people you choose to game with, you have to find a style of play that everyone can enjoy. The more strictly you insist on doing things your way as a GM, the fewer players you will be able to get and keep. The more strictly you insist on doing things your way as character-player, the fewer games you will enjoy or be accepted at.

The group thus chosen, and the balance thus struck, the GM has to find an appropriate way to intervene when a character-player drifts into unacceptable territory, into conduct that threatens his or her enjoyment of the game and that of other character-players. Similarly, the character-players have to find a way to apply feedback to the GM when his or her behaviour drifts out of the zone of what makes the game worthwhile to them.

Now, the convention in RPGs is that the person playing a particular character gets to define what that characer is like, and perforce knows better than anyone else what is in character and what is out of character. What's more, making choices for his or her character is the only input a character-player has into the game. So taking away control of a character is a very high-impact option for the GM to take. It robs the character-player of his whole stake in the game.

When I am troubled by player's decision I ask "Why are you <doing whatever>?". More often than not, the player has a good reason that I haven't thought of. But if I am not satisfied with the reply, I ask "Do you think that that is what [<character's name>/a person from <character's background>] would do in this postion?". Usually, the player reconsiders. But if the player presses on I let it pass. I do not argue with a character-player about his character during the game. If there is a misunderstanding or issue I discuss it out of game time. And if I think that a player lacks the ability or goodwill to play a game that I will enjoy running, or that the other players will enjoy playing, I sack him or her.

As a character-player you have three choices.

1) You can knuckle under.

2) You can quit the game.

3) You can get the GM to modify his or her behaviour.

To knuckle under you have to be able to understand what the GM wants. Can you?

To quit the game you have to be able to put up with being left out: it is unreasonable to expect the others to quit something they enjoy because you don't enjoy it. Do not under any circumstances lobby the other players to stage a mass walkout, and don't try to lure other players into other games or activities that clash with the campaign you're leaving. That kind of soap-opera scheming is what makes people end up on Jerry Springer.

You can try to modify the GM's behaviour with trantrums and walkouts, but in my experience that is usually counterproductive.

What I recommend is this. Think carefully and discover what really bugs you about having the GM take over your character, and what you really feel when it happens. And then go to your GM in private and explain the problem along these lines:

"When you take control of my character or refuse to accept my statements of his actions I feel frustrated because I feel that I have no input into the game."

or

"When you take control of my character or refuse to accept my statements of his actions I feel insulted because you are dismissing my ideas without even asking what they are."

Offer a solution in terms of what you want the GM to do:

"In future, please trust me to play my character in character to the best of my ability. If you think I have forgotten something, please remind me. If you can't fathom my intentions, ask me. But leave me in control of my character."

And offer an alternative that you are prepared to stick to, such as:

"If you aren't happy to do that, I would prefer to quit your game."

And from that point, negotiate. Remember: this is a negotiation about what will happen in the future, not an argument about what happened in the past. So don't argue about what happened, what people meant, what the GM was trying to do. Accept the GM's version of his or her motives, and get him or her to do something different next time he or she wants to accomplish that end.

Or leave the game.

Regards,


Agback
 

The DM is always right. Do not question his authority. Do as you are told. Just roll the dice when commanded, and heal when told to heal. Yes,yes my little puppet, do as you are commanded. The DM is god, the DM is god!!!!
 

This is a rookie DM mistake, am I wrong in assuming your DM is new to the game?

When this has happened to me (As aplayer) in the past (and it has) I usually just say something to the effect of...

"Look, I'm going to do or not do whatever i want. I understand there are in-game consequences for my actions, and I'm willing to deal with them."

This usually does the trick.

I will listen to DM warnings and/or advice about Alignment Violations or rules stuff, but character actions? Nope...totally the domain of the player.
 

Well, I'm really not sure on this one. What I think it all depends on is, how much does your DM charge? For a DM who charges very little (or even those free DMs!), you sometimes get what you pay for. If you don't like it, try to find a DM who might charge a little more, but has a game that's worth it.
 

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