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How badly have past DMs screwed up your current Players?
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<blockquote data-quote="Starfox" data-source="post: 5212460" data-attributes="member: 2303"><p>I've had players starved for a particular type of action or role. This is an ill derived from too large game groups with other, more dominant players setting the agenda. It is very hard to overcome - such players become overly possessive of their newfound role and won't quit.</p><p></p><p>I've had players off on power trips, and that is something I know most DMs have more issues with than I do, so I guess that's not a "bad earlier DM" thing - except perhaps that they take the chance to do what they were earlier denied. Ties in with the thing above, I guess.</p><p></p><p>I've had players with an "lets kill everything" mentality that i don't like. It is hard to say if this is a "bad earlier DM" thing or not.</p><p></p><p>And having players surrender is indeed a very hard thing to do - which we have actually become much better at. Sometimes it can work out wonderfully. It depends very much on how the scenario is written and on how important magic items and other signature gear is. Surrendiering and having your stuff taken away is much worse in DnD than in most modern-day games.</p><p></p><p>I've had players give either excessive or no backstory at all, and some of them resent any actual USE of their backstory in the game - this being to sacred to actually use in play. Some of those players I've "trained" myself by overusing their background, I guess.</p><p></p><p>I've had players that are totally uninterested in team play, there to play out their character's interaction with the world but who avoids interacting with other players. Some of that might be because they were "burnt" in earlier groups, but mostly I think its is the way they want to play - a way I find completely uninteresting.</p><p></p><p>At cons, I often overawe groups with my exuberant DMing style. At a con, you can use up characters and situations in ways you can never do in a campaign - the game is a one-off after all. In one such game, I killed six out of five characters in a horror game - one of them died so early I gave the player an NPC to play. The adventure was completely surviveable, but the players insisted on biting on all my horror hooks, making themselves victims more than investigators. They were kind of stunned, but that's not a "bad earlier DM" thing either - possibly I was the bad DM here.</p><p></p><p>Overall, it is VERY hard to make a player give up bad habits, but that might also have to do with the advancing age of my gaming groups, most of us are in our 40s now.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5212460, member: 2303"] I've had players starved for a particular type of action or role. This is an ill derived from too large game groups with other, more dominant players setting the agenda. It is very hard to overcome - such players become overly possessive of their newfound role and won't quit. I've had players off on power trips, and that is something I know most DMs have more issues with than I do, so I guess that's not a "bad earlier DM" thing - except perhaps that they take the chance to do what they were earlier denied. Ties in with the thing above, I guess. I've had players with an "lets kill everything" mentality that i don't like. It is hard to say if this is a "bad earlier DM" thing or not. And having players surrender is indeed a very hard thing to do - which we have actually become much better at. Sometimes it can work out wonderfully. It depends very much on how the scenario is written and on how important magic items and other signature gear is. Surrendiering and having your stuff taken away is much worse in DnD than in most modern-day games. I've had players give either excessive or no backstory at all, and some of them resent any actual USE of their backstory in the game - this being to sacred to actually use in play. Some of those players I've "trained" myself by overusing their background, I guess. I've had players that are totally uninterested in team play, there to play out their character's interaction with the world but who avoids interacting with other players. Some of that might be because they were "burnt" in earlier groups, but mostly I think its is the way they want to play - a way I find completely uninteresting. At cons, I often overawe groups with my exuberant DMing style. At a con, you can use up characters and situations in ways you can never do in a campaign - the game is a one-off after all. In one such game, I killed six out of five characters in a horror game - one of them died so early I gave the player an NPC to play. The adventure was completely surviveable, but the players insisted on biting on all my horror hooks, making themselves victims more than investigators. They were kind of stunned, but that's not a "bad earlier DM" thing either - possibly I was the bad DM here. Overall, it is VERY hard to make a player give up bad habits, but that might also have to do with the advancing age of my gaming groups, most of us are in our 40s now. [/QUOTE]
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