DMs are too easy on their players

Remathilis said:
8.) We are the Players. Not your audience. The game is about us, our characters, and our choices. It is NOT about a.) your uber PC b.) your carefully detailed pseudo-realistic world, c.) your intricately complex storyline or d.) your ultimate uber badguy of ultimate destiny. We are the ones here to play, not to watch you tell a story to yourself.
I agree that the game should not be about those (and everything else you said, though a lower level of equipment/wealth can be compensated for in other ways) however, with the possible exception of the uber DMPC, all of those factors can enhance the game, if they are there for the PCs to interact with and effect, not immutables for the PCs to wander through.
 

log in or register to remove this ad

I'm currently running the Age of Worms adventure path from Dungeon (loving it!). We're about to wrap up the fifth module (Champion's Belt), and all four original PCs are still alive.

Why? Because I'm running an adventure path, and I want to see them to the end. I want to take these four core PCs and see them grow and succeed from level 1-20 and perhaps beyond. When I run a planned-out adventure path, I tend to take it easy on PCs. Not that I'm altering reality in-game or anything like that, but I do pull punches here and there behind the screen, and I make sure all encounters are within the abilities of the PCs.

I'd like to be a bit harsher in my next campaign. Perhaps I'll take things one module at a time, with no smooth connections or transitions between modules (a lot like the continuing adventures of Conan of Cimmeria). Each new module will find the PCs in a new town with new conflicts. That way, I can be brutal and not have to worry about a PC's death upsetting the story.
 

Crust said:
I'm currently running the Age of Worms adventure path from Dungeon (loving it!). We're about to wrap up the fifth module (Champion's Belt), and all four original PCs are still alive.

Why? Because I'm running an adventure path, and I want to see them to the end. I want to take these four core PCs and see them grow and succeed from level 1-20 and perhaps beyond.
The Hubby was commenting just the other day about some of the more lengthy lists in the "Savage Tide Obituaries" thread and wondering how they managed to maintain any connection to the major NPCs. We joked about the next encounter with Vanthus.... "Ha, you foul villain, now we will have our revenge for your trapping of... um these guys none of us ever met... but a guy who is also dead now told us the story second hand... or was it third hand... and um, we heard you were the brother of our boss... well the boss of the guys who shipwreaked on our island and we've slowly replaced... we never met her...." :uhoh:

:p
 

Crust said:
I'm currently running the Age of Worms adventure path from Dungeon (loving it!). We're about to wrap up the fifth module (Champion's Belt), and all four original PCs are still alive.

Why? Because I'm running an adventure path, and I want to see them to the end. I want to take these four core PCs and see them grow and succeed from level 1-20 and perhaps beyond. When I run a planned-out adventure path, I tend to take it easy on PCs. Not that I'm altering reality in-game or anything like that, but I do pull punches here and there behind the screen, and I make sure all encounters are within the abilities of the PCs.

I'm also running AOW (we're up to the 2nd adventure) and I'm actually NOT pulling many punches and so far my players have been reeeeeeeeally lucky. I let them know from the beginning that there's a chance that their PC's will die at least once during the campaign. As a result the players (and thier characters) are taking encounters a little MORE seriously and making sound decisions based on the information they have. For example, theyre already expecting to be double crossed by one of the mine managers who sent them into thier latest excursion. They figure that the man will want to cover his tracks and that means eliminating them so theyre actually expecting an ambush when they leave their present location. For me, taking steps to keep them alive seems contrived. While that may work for some groups every time that I've done it in the past left me pretty uneasy.

As for maintaining consistency in a long term game while characters are dropping left and right there's a really good story hour involving the Temple of Elemental Evil that is a great example of maintaining the story while PC's go through a meatgrinder.
 

Remathilis said:
AS A PLAYER, I DEMAND.

See, here (even though ALL CAPPED) I assume a bit of hyperbole, as I assumed with Edena's first post. I read this as "The following is what I want in a game". And, frankly, if you're not enjoying a game, you should walk. I firmly believe that the DM has a right to say "My way or the highway", but that policy doesn't work unless one also believes that the player has every right to say "The highway it is, then".

1.) A fair shot against most "planned" encounters. You should not hand me a first level PC, give him a +1 sword, and expect him to do anything with a great wyrm dragon. A well played Wyrm can kill a low level PC no matter what he does, tactics be damned. Unless you (the DM) are willing to give me a Loony-Tune's Style method of defeating him or are willing to play him absolutely bone-stupid, I cannot, nor should not survive such an encounter.

A chance for survival is a reasonable expectation, and by "planned" encounters I assume Remathilis means an encounter that the DM is going to throw at him that cannot be avoided. I.e., if Smaug lives in the Lonely Mountain, and the PCs choose to go there anyway, that's a different kettle of fish.

I would also point out that having a fair shot doesn't always mean defeating an encounter. Sometimes it just means getting away with your skin intact. Having a big monster demand treasure is a good tactic for making villians the PCs love to hate....so long as they can eventually beat the tar our of it and get their revenge.

2.) Reasonable treasure for a character of my level. "Reasonable" does not have to be the DMG wealth guideline, but it must be a.) equal to other PCs at a given level and b.) enough to handle the challenges the campaign is dolling out.

The PCs divide the treasure in my game, not the DM, so (a) is out of my control.

3.) I expect to be challenged, not abused. I want to know that there is a sliver of margin of error, and not a grisly game of "guess what I'm thinking or you're dead". Deadly logic puzzles, impossible DCs, save-or-die (or worse, no save, just die) effects and other "meatgrinder" methods are a sure fire way to remove a portion of your player pool.

Again, not an unreasonable expectation, excepting that deadly logic puzzles can and do exist in my world (but the mechanisms are not invulnerable due to plot reasons....you can use other methods), impossible DCs can and do exist in my world (don't try a 14-mile leap, some traps might be beyond your ability to detect), etc.

4.) Regular enough advancement to make me feel like the things I do in game are being rewarded. This includes regularly giving out XP/character points/whatever and proper treasure/equipment (see 2.) Nothing is more disheartening to know you have played for 6 months to reach 3rd level and have a mwk sword...

Always remembering that advancement is relative to the world that you are playing in.

5.) Character Generation and House Rules SPELLED OUT before they affect my character. If something is being "playtested" I want to know before I become teh guinea pig. If you don't have elves, use only PH spells, or use a complex method of determining critical hits, please tell me before I decide to roll up an elf, pick a spell out of SC, or get my arm lobbed off by a kobold.

I think that this is pretty fair to ask. I am very much of the school of "he who runs the game chooses the rules" but it is important for the DM to say "There might be feats and prestige classes you've never heard of, spells you've never heard of, and new or changed monsters in this game."

6.) Inform me WHAT type of game you intend to run. Not the genre, the TYPE. Social-political intrigue? Grim-and-gritty realism? Mystery and exploration? Kick-in-the-door dungeoneering 1-20? A world infested with undead? Planescape? These things will determine the character choices I make, and will affect my enjoyment accordingly.

Again, that seems fair to me.

7.) The amount of personality/history/role-playing I put into my PC is directly proportional to his anticipated lifespan. I'll give detail and richness to Remathilis, the noble-turned-outlaw elven thief looking for his lost love, but not to Bob, the 5th fighter I've rolled up in 4 sessions...

Anticipated lifespan is very much up to the players IMC. Most PC deaths are the direct results of PC actions.

8.) We are the Players. Not your audience. The game is about us, our characters, and our choices. It is NOT about a.) your uber PC b.) your carefully detailed pseudo-realistic world, c.) your intricately complex storyline or d.) your ultimate uber badguy of ultimate destiny. We are the ones here to play, not to watch you tell a story to yourself.

The game is about the PCs, and how they interact with the world (including NPCs and the plots of NPCs). If the PCs aren't making meaningful decisions, what is the point of playing?

9.) We are your friends, not your subordinates. This is not a job, classroom, or dictatorship. We do not have to bow to your demands on time, place, playing style, or anything else.

Well, that's actually not quite true. If you expect the DM to meet your requirements as players, you sure as darn tootin' need to meet his requirements as a DM. If I can only DM at a specific time & place, and you can't make it, you can't play. If I'm only interested in political games, and you only want to "kill some bad things and take their stuff" then you can't play.

It isn't my job as DM to run games that I don't enjoy. Neither is it you job as a player to play in games that you don't enjoy. It goes both ways.

And, in terms of any rules or game-related issues, players are subordinate to the DM. The DM's ruling is final. You can always walk if you don't like it.

10.) Above all, I'm here to have fun. If I'm not having fun, I reserve the right to petition change to make the game more fun. If not compromise can be reached, I reserve the right to leave or find another person to DM.

If no compromise can be reached, and the game isn't fun for you, you shouldn't reserve the right to leave. You should just do it. Start another game or find another DM.

RC
 

As others have stated more lengthily and eloquently, the player has the power to leave, and the DM has the power to do whatever else he wants. Present all the demands that you like, but I the DM do more work than you the player, and I'm trying to create a fun experience for both you and the other X-1 players in our group of X, so you're not always going to get exactly what you want.* Suck it up.

* I go the extra mile for players who go the extra mile for me. It's not that complicated. I was not pleased when the whiny, misses-half-the-sessions-to-go-drinking player announced to me that I should get his character a girlfriend -- "something hot, like an elf or a dryad, and definitely not something ugly like a half-orc played for laughs". I was also informed that the character wasn't interested in getting a girlfriend, so the would-be girlfriend would have to really try to win his heart.
 

takyris said:
"something hot, like an elf or a dryad, and definitely not something ugly like a half-orc played for laughs". I was also informed that the character wasn't interested in getting a girlfriend, so the would-be girlfriend would have to really try to win his heart.

And you didn't introduce a drow priestess who was after his heart....literally? :lol:
 

takyris said:
As others have stated more lengthily and eloquently, the player has the power to leave, and the DM has the power to do whatever else he wants.
This is exactly the sort of DM I have no interest in playing with (or being for that matter.) The DM is a member of the gaming group, with a different role in the current game, not the one immovable object which everyone else in the group must take or leave as a whole. Maybe I've been spoiled by mostly playing in groups with more than one potential DM, but I expect (and give) options when starting a campaign. The DM preferences establish the range of options and the player preferences establish which ones are used. I would never play in a group where it was assumed that the DM had all the power and my only choice was "take it or leave it". I would leave it even if the initial setup was one I would take.

(If I'm joining a game in progress, then I take or leave what the group has agreed on for that game to that point.)
 

takyris said:
* I go the extra mile for players who go the extra mile for me. It's not that complicated. I was not pleased when the whiny, misses-half-the-sessions-to-go-drinking player announced to me that I should get his character a girlfriend -- "something hot, like an elf or a dryad, and definitely not something ugly like a half-orc played for laughs". I was also informed that the character wasn't interested in getting a girlfriend, so the would-be girlfriend would have to really try to win his heart.

If one of my friends had made a wish like that, I would've tormented him with advances from half-orc transvestites for next 2-4 sessions. But our game isn't that serious anyway ;)

This topic of discussion is a bit distant for me though, I only play with people who have been my friends for the past 15 years, so we don't usually have serious chemistry problems that would require anyone to come with DEMANDs to the table. We do argue about the rules and all that, but it's all in good fun.
 

Kahuna Burger said:
This is exactly the sort of DM I have no interest in playing with (or being for that matter.) The DM is a member of the gaming group, with a different role in the current game, not the one immovable object which everyone else in the group must take or leave as a whole.

Did you note where I noted that I go the extra mile for players who go the extra mile for the game?

I'm not planning to run the game as my private ego-boost clinic, but I am trying to run a game that balances the needs of several different players, only one of which is you (in this hypothetical example). I'm also doing a fair amount more work than you are. So if a player presents a list of demands to me, they're welcome to walk. Generally, the kind of player whose opinions I'm gonna give a lot of weight and serious consideration is the kind of player who wouldn't submit a list of demands in the first place, because he can talk to me as a friend and not as a plaintiff.
 

Remove ads

Top