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Help me kill my DM!
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<blockquote data-quote="CleverNickName" data-source="post: 4293310" data-attributes="member: 50987"><p>I feel your pain...I am usually the DM in our gaming group as well. It can be a difficult adjustment going from the game referee and chief storyteller, to just a character in someone else's story. But if I can do it, anyone can.</p><p></p><p>Some tips:</p><p></p><p>1. Put all of your books and notes in storage, except for your PHB. Do it right now. If you have them at your fingertips, even between gaming sessions, you will be compelled to read them constantly...and reading DM-only material will only feed that inner DM you are trying to starve. Best to quit cold-turkey...stuff them in a box, tape it shut, and let them sit in a friend's garage across town for a few months. If you feel you absolutely need to see one of those books, borrow it from your DM while you are at the table (and with his permission).</p><p></p><p>2. Don't speak out-of-character. Give your character a funny accent and use it constantly, so that other players at the table will be less inclined to take whatever you say seriously, and will be hesitant to ask too many questions.</p><p></p><p>3. Do not play a tactical character, at least not at first. Don't play any kind of leader, and don't play a rogue. These classes invite role abuse by giving you an excuse to push other characters around and derail the story. Instead, stick to lackeys and support roles...be the muscle, not the brains.</p><p></p><p>And in that vein...</p><p></p><p>4. Don't volunteer for anything. Even if your inner DM is screaming like an alarm siren "that door is probably trapped!", let the rogue handle it. In fact, let the rogue <em>decide</em> whether or not to handle it, and let him/her deal with the consequences of that decision. Let the cards fall where they may.</p><p></p><p>5. Be content with the rules. Don't be "that guy" who is constantly wanting his character to be a beautiful and unique snowflake. Use the same list of classes, feats, and equipment that everyone else at the table does. If something is restricted, accept it...your DM has put that restriction there for a reason.</p><p></p><p>And the most important thing you can do:</p><p></p><p>6. Let people make mistakes. It is okay if someone (even the DM) messes up a rule, misinterprets something in the textbook, hand-waves a dice roll, misreads a monster's stats, or miscalculates a spell's damage. When these things happen, just keep your mouth shut and smile. Nobody likes a rules harpy who constantly blabs about what is wrong, who screwed up, what could be done better, or what is "supposed" to happen.</p><p></p><p>Hope this helps! Enjoy your game.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 4293310, member: 50987"] I feel your pain...I am usually the DM in our gaming group as well. It can be a difficult adjustment going from the game referee and chief storyteller, to just a character in someone else's story. But if I can do it, anyone can. Some tips: 1. Put all of your books and notes in storage, except for your PHB. Do it right now. If you have them at your fingertips, even between gaming sessions, you will be compelled to read them constantly...and reading DM-only material will only feed that inner DM you are trying to starve. Best to quit cold-turkey...stuff them in a box, tape it shut, and let them sit in a friend's garage across town for a few months. If you feel you absolutely need to see one of those books, borrow it from your DM while you are at the table (and with his permission). 2. Don't speak out-of-character. Give your character a funny accent and use it constantly, so that other players at the table will be less inclined to take whatever you say seriously, and will be hesitant to ask too many questions. 3. Do not play a tactical character, at least not at first. Don't play any kind of leader, and don't play a rogue. These classes invite role abuse by giving you an excuse to push other characters around and derail the story. Instead, stick to lackeys and support roles...be the muscle, not the brains. And in that vein... 4. Don't volunteer for anything. Even if your inner DM is screaming like an alarm siren "that door is probably trapped!", let the rogue handle it. In fact, let the rogue [I]decide[/I] whether or not to handle it, and let him/her deal with the consequences of that decision. Let the cards fall where they may. 5. Be content with the rules. Don't be "that guy" who is constantly wanting his character to be a beautiful and unique snowflake. Use the same list of classes, feats, and equipment that everyone else at the table does. If something is restricted, accept it...your DM has put that restriction there for a reason. And the most important thing you can do: 6. Let people make mistakes. It is okay if someone (even the DM) messes up a rule, misinterprets something in the textbook, hand-waves a dice roll, misreads a monster's stats, or miscalculates a spell's damage. When these things happen, just keep your mouth shut and smile. Nobody likes a rules harpy who constantly blabs about what is wrong, who screwed up, what could be done better, or what is "supposed" to happen. Hope this helps! Enjoy your game. [/QUOTE]
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