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DMs sure can make life hard... :(
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<blockquote data-quote="jbear" data-source="post: 5030670" data-attributes="member: 75065"><p>I think its the combination of things that created what sounds like a tense and unfun encounter, where tempers probably flared and things started feeling a bit less like a game and more something personal. Tense is good if it's fun. Bad when combined with unfun. No moving, no hitting, no recourses against the creatures placed in your path... I wonder what the DM thought would be cool about that.</p><p> </p><p>9 people is very difficult to run for a start. Even if each person takes 2 minutes with their turn... thats going to be 20 minutes a round! 3 rounds would take an hour... And if you wait twenty minutes and roll a 16 ... and miss. Pffft. Better to stay home and scratch your nads.</p><p> </p><p>Unfortunately, with 9 players, the loss of two, three or even four people is unlikely to phase your DM, because he'd be left with an optimally sized group. </p><p> </p><p>I think the other worrying thing about your DMs attitude is the 'screw wizards of the coast' sentiment. He's not screwing anyone over apart from the players. WOTC, I'm sure, couldn't care less about anything he does to their game. </p><p> </p><p>I'm also of the opinion that your loyalty should lie with your son. That doesn't necessarily mean just abandoning the group. DMs fiat is fine. But DMs are not the only ones playing the game. Its not just THEIRS. There needs to be an openness on the part of the DM to receive constructive feedback/criticism about the game s/he is running. It doesn't need to go on at the table, but certainly afterwards, with calm and in private, I think you should have a talk to your DM and express your frustrations.</p></blockquote><p></p>
[QUOTE="jbear, post: 5030670, member: 75065"] I think its the combination of things that created what sounds like a tense and unfun encounter, where tempers probably flared and things started feeling a bit less like a game and more something personal. Tense is good if it's fun. Bad when combined with unfun. No moving, no hitting, no recourses against the creatures placed in your path... I wonder what the DM thought would be cool about that. 9 people is very difficult to run for a start. Even if each person takes 2 minutes with their turn... thats going to be 20 minutes a round! 3 rounds would take an hour... And if you wait twenty minutes and roll a 16 ... and miss. Pffft. Better to stay home and scratch your nads. Unfortunately, with 9 players, the loss of two, three or even four people is unlikely to phase your DM, because he'd be left with an optimally sized group. I think the other worrying thing about your DMs attitude is the 'screw wizards of the coast' sentiment. He's not screwing anyone over apart from the players. WOTC, I'm sure, couldn't care less about anything he does to their game. I'm also of the opinion that your loyalty should lie with your son. That doesn't necessarily mean just abandoning the group. DMs fiat is fine. But DMs are not the only ones playing the game. Its not just THEIRS. There needs to be an openness on the part of the DM to receive constructive feedback/criticism about the game s/he is running. It doesn't need to go on at the table, but certainly afterwards, with calm and in private, I think you should have a talk to your DM and express your frustrations. [/QUOTE]
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DMs sure can make life hard... :(
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