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General Tabletop Discussion
*TTRPGs General
GMs: When Is Enough Enough?
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<blockquote data-quote="Theory of Games" data-source="post: 9678011" data-attributes="member: 7042201"><p style="text-align: center"><img src="https://i0.wp.com/media3.giphy.com/media/SXrX5jIGoeZxhDMHLf/200.gif?w=656&ssl=1" alt="" class="fr-fic fr-dii fr-draggable " data-size="356x200" style="" /></p><p></p><p>This is <em>shocker</em> for the Gamemasters out there, so players can take 15. </p><p></p><p>What do you do when you're running an adventure or you're early into a campaign and realize you are NOT feeling the game system? Some rule or collection of rules is triggering your "NO FUN" sensor. Or maybe the setting feels wrong - you're in the Middle Ages but your really wanted something more Iron Age. Worse still, the players all seem to be enjoying themselves. It's a tough spot to be in and I've been there a few times - it can be a real crisis at the table. </p><p></p><p>I tend to hit the brakes and let the group know I'm not enjoying things, and I explain the problem to them. Then we usually make whatever adjustment works and move on - "move on" meaning a campaign restart with slightly revised expectations. Usually if there's a rules issue, I toss in a house-rule that works for the group (me mostly). There's also been a few times where we don't move on and the campaign ends completely, sometimes abruptly (depends on the group). I guess I never feel the need to continue running something I don't enjoy, which can suck for the players unfortunately. But, I've heard of GMs hanging in there despite their issues, so I wanted to get your experiences and opinions. I'm always trying to be the best GM I can and that requires the ability to learn from others.</p><p></p><p>How do you handle rules or setting discomfort at the table? Am I wrong? Any horror stories? Best practices?</p></blockquote><p></p>
[QUOTE="Theory of Games, post: 9678011, member: 7042201"] [CENTER][IMG size="356x200"]https://i0.wp.com/media3.giphy.com/media/SXrX5jIGoeZxhDMHLf/200.gif?w=656&ssl=1[/IMG][/CENTER] This is [I]shocker[/I] for the Gamemasters out there, so players can take 15. What do you do when you're running an adventure or you're early into a campaign and realize you are NOT feeling the game system? Some rule or collection of rules is triggering your "NO FUN" sensor. Or maybe the setting feels wrong - you're in the Middle Ages but your really wanted something more Iron Age. Worse still, the players all seem to be enjoying themselves. It's a tough spot to be in and I've been there a few times - it can be a real crisis at the table. I tend to hit the brakes and let the group know I'm not enjoying things, and I explain the problem to them. Then we usually make whatever adjustment works and move on - "move on" meaning a campaign restart with slightly revised expectations. Usually if there's a rules issue, I toss in a house-rule that works for the group (me mostly). There's also been a few times where we don't move on and the campaign ends completely, sometimes abruptly (depends on the group). I guess I never feel the need to continue running something I don't enjoy, which can suck for the players unfortunately. But, I've heard of GMs hanging in there despite their issues, so I wanted to get your experiences and opinions. I'm always trying to be the best GM I can and that requires the ability to learn from others. How do you handle rules or setting discomfort at the table? Am I wrong? Any horror stories? Best practices? [/QUOTE]
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