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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="kitsune9" data-source="post: 5479069" data-attributes="member: 18507"><p>Gotto,</p><p></p><p>A probably more pertinent question is how you'll deal with the GM who doesn't play the rules, makes up rulings by whim, and players who are ignorant of the game itself.</p><p></p><p>There are several approaches to this:</p><p></p><p>1. Tolerate it. This option is available if you feel that despite the lack of rules, you're having fun and it's better than nothing. As you've stated, high school kids aren't exactly the most mature, so probably play to just to be hanging out.</p><p></p><p>2. Chat with the DM about your expectations. Have a one-on-one with the DM. Indicate that you'd like to play more by the rules and no more rolling 1d20 for stats stuff. If you two can't seem to come to some sort of agreement, then you're back to either picking #1 or going with #3.</p><p></p><p>3. I'm out of here. The game isn't your cup of tea, it's time to move on and find another group. When you go about advertising for your new group, make it known what your expectations are from the beginning so that other players and GM will know more about you upfront.</p><p></p><p>4. I'm the GM now. If you want a game with the rules, get back to handling the GM duties. Pick the players you think who are the most in-line with the game you want to run and go with them, ditch the rest.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5479069, member: 18507"] Gotto, A probably more pertinent question is how you'll deal with the GM who doesn't play the rules, makes up rulings by whim, and players who are ignorant of the game itself. There are several approaches to this: 1. Tolerate it. This option is available if you feel that despite the lack of rules, you're having fun and it's better than nothing. As you've stated, high school kids aren't exactly the most mature, so probably play to just to be hanging out. 2. Chat with the DM about your expectations. Have a one-on-one with the DM. Indicate that you'd like to play more by the rules and no more rolling 1d20 for stats stuff. If you two can't seem to come to some sort of agreement, then you're back to either picking #1 or going with #3. 3. I'm out of here. The game isn't your cup of tea, it's time to move on and find another group. When you go about advertising for your new group, make it known what your expectations are from the beginning so that other players and GM will know more about you upfront. 4. I'm the GM now. If you want a game with the rules, get back to handling the GM duties. Pick the players you think who are the most in-line with the game you want to run and go with them, ditch the rest. [/QUOTE]
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