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Help or advice?D&D group w/players, failure to acknowledge or even know rules... help
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<blockquote data-quote="Hautamaki" data-source="post: 5479058" data-attributes="member: 42219"><p>I would echo the other's sentiments. What is most important here is whether or not your players are having fun. If they are having fun proposing wacky rule changes and outlandish character designs, they are making your job as DM easier if anything, because they are not sitting back passively waiting to be entertained, but rather are taking the initiative in helping you create a fun game for everyone. Instead of thinking of players as being responsible to honor the integrity of the rules in order to conform to your idea of what D&D gaming <em>should</em> be, just see yourselves as cooperating in order to create a fun session for everyone, and you, as DM, rather than having the most 'authority' to enforce what you see as 'correct', see yourself merely as the most responsible for ensuring that everyone has a good time. If you don't want to accept this responsibility, perhaps DMing isn't really your thing even though you may have the most knowledge of the rules...</p><p></p><p></p><p>However, all that said, I agree with your general sentiment that the rules are there for a reason. Unfortunately, if your players aren't ready to see what the reason is, you have to be a pretty strong personality in order to make them conform to your vision against their will or inclination. I'd say the best thing you can do is let them do what they want for a while until they naturally get bored. The same thing happened in my high school group; we took turns DMing and none of us wanted to say no and all of us wanted to be the 'coolest' DM, and so by the third adventure our characters were about 6th level with a fistful of wishing rings and a horde of dragon mounts in our thrall. And then the game died. We found out that <em>that</em> wasn't what made D&D fun; rather what was most fun was when we were struggling to survive with limited resources, trying to find creative solutions to untenable challenges. Your players, with time, will probably come to that same conclusion independently. Until then, let them have their fun. Were you so different when you were a newbie?</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5479058, member: 42219"] I would echo the other's sentiments. What is most important here is whether or not your players are having fun. If they are having fun proposing wacky rule changes and outlandish character designs, they are making your job as DM easier if anything, because they are not sitting back passively waiting to be entertained, but rather are taking the initiative in helping you create a fun game for everyone. Instead of thinking of players as being responsible to honor the integrity of the rules in order to conform to your idea of what D&D gaming [I]should[/I] be, just see yourselves as cooperating in order to create a fun session for everyone, and you, as DM, rather than having the most 'authority' to enforce what you see as 'correct', see yourself merely as the most responsible for ensuring that everyone has a good time. If you don't want to accept this responsibility, perhaps DMing isn't really your thing even though you may have the most knowledge of the rules... However, all that said, I agree with your general sentiment that the rules are there for a reason. Unfortunately, if your players aren't ready to see what the reason is, you have to be a pretty strong personality in order to make them conform to your vision against their will or inclination. I'd say the best thing you can do is let them do what they want for a while until they naturally get bored. The same thing happened in my high school group; we took turns DMing and none of us wanted to say no and all of us wanted to be the 'coolest' DM, and so by the third adventure our characters were about 6th level with a fistful of wishing rings and a horde of dragon mounts in our thrall. And then the game died. We found out that [I]that[/I] wasn't what made D&D fun; rather what was most fun was when we were struggling to survive with limited resources, trying to find creative solutions to untenable challenges. Your players, with time, will probably come to that same conclusion independently. Until then, let them have their fun. Were you so different when you were a newbie? [/QUOTE]
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