D&D General How Do I Help Mentor a GM Making Rookie Mistakes?

For me the only big issue in your list was taking away a feat that had already been in play. You say you can tell other players are affected too, so discuss it with another player you trust and see if anyone else really has the same issues. If they do then after a session initiate a review, praise her for the good decisions and then express how YOU felt when her rules interpretation resulted in YOUR frustration - see how she responds and if anyone else chimes in
 

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It sounds to me like this GM just wants things harder on the PCs than the basic rules of the system you're using allow. All the changes you mentioned make things tougher in game. Would you say that's true?
 

It sounds to me like this GM just wants things harder on the PCs than the basic rules of the system you're using allow. All the changes you mentioned make things tougher in game. Would you say that's true?
Yes. And I don't mind things being tougher. I just want to know the rules going into it. I can't plan for expectations of play if I don't know the rules.
For example, I'm a cleric with a specialization in medicine. I wasn't told that I would need salves to heal my companions. I can't fulfill my role if I don't know how she's changed the game from the default assumption.
Some of the other issues are just preferences. I don't like a lot of dice rolling without a clear purpose. In those cases I don't know when to spend limited resources.
 



Honestly if I were you I'd just keep my peace and focus on having fun. Rather than playing a class you don't enjoy, play one you do enjoy! If the DM isn't consistent on the rules, then focus on the roleplay!

The more fun you're having, the more fun the group will have. Give the DM time to learn from her mistakes. Be available for feedback if she asks for it, but in the meantime just focus on having fun.

And if the game, ultimately, isn't fun for you? Then don't play. It's okay if it's not a good fit.
 

I probably would push back a bit if my DM kept adding new houserules, particularly if they changed some of the basic assumptions of the game (like getting hit points when you level). I'm fine if it's discussed beforehand, maybe that's something you should ask, if there are going to be additional houserules and can she please let everyone know about them so that you know what to expect.

As for her mistakes, seems most people are saying let her learn from them, but if she isn't asking for feedback or if no one speaks up then she isn't going to learn because she may not see it as a mistake. It's not like giving feedback has to be cruel, just try to be constructive when you do because if you're not the only player frustrated by the changes then she might not have players much longer which won't be fun for anyone.
 


Yes. And I don't mind things being tougher. I just want to know the rules going into it.

I think that is a luxury only highly experienced GMs can usually give you. Newer GMs, or GMs new to a ruleset, generally have to experiment and tweak in flight.

I can't plan for expectations of play if I don't know the rules.

Hey, guess what? The newbie GM gets to teach you something - how to be flexible and still have fun.

One option for you is to stop worrying about fulfilling your role. Just be the person on the sheet. Don't worry about exactly how effective you are.
 

Continuing that thought a bit...

I don't know your table, but it is quite possible that, if most of you are experienced players, and used to planning for highly effective play, you may be pushing her too hard to challenge you.

One of the hardest things for a new D&D GM to learn is how to balance encounters. The advice the rules give is generally a softball for really experienced players.

Which leads me to double down a bit on not worrying about filling your role, and exactly how to maximize effectiveness. She may not be ready to deal with optimization.
 

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