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How do you tell your GM and friend that he just isn't that good
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<blockquote data-quote="GhostBear" data-source="post: 5897183" data-attributes="member: 6667527"><p>I have this issue with my current DM. It's a small game, with 2 PCs and one "DM" PC. Very often we'll get into social situations in particular that seem to run on forever. You know what I mean:</p><p></p><p>You enter the tavern, the tavern keeper says hello, you sit down, waitress comes by, you order your food, look at the fire, listen to the guys in the corner playing dice, there's a cow outside the window...</p><p></p><p>So here's what I did. I let things go for a few minutes, and eventually say something like:</p><p></p><p>"We eat, socialize a bit, and go to bed. I'm excited about getting to the next part of the plot, let's go!"</p><p></p><p>If the DM wanted something important to happen, aside from smelling the flowers, then it'll happen. If not, we go to bed.</p><p></p><p>It worked, because it does two things:</p><p></p><p>A) It tells your DM that you're interested in what is going on story-wise (even if you're not, it's okay to lie a bit).</p><p>B) It helps him understand that not everything needs to be a detailed role playing experience. It's okay to summarize the unimportant stuff.</p><p></p><p>Don't criticize what you don't like as much as emphasize what you DO like. I used to do this all the time, but now I do it less and less because it is becoming unnecessary.</p><p></p><p>It's basically like training any other animal. Rewarding desired behavior is much more likely to result in a better trained animal than punishing undesired behavior.</p><p></p><p>Training your DM can take some time and effort, but it's well worth both. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="GhostBear, post: 5897183, member: 6667527"] I have this issue with my current DM. It's a small game, with 2 PCs and one "DM" PC. Very often we'll get into social situations in particular that seem to run on forever. You know what I mean: You enter the tavern, the tavern keeper says hello, you sit down, waitress comes by, you order your food, look at the fire, listen to the guys in the corner playing dice, there's a cow outside the window... So here's what I did. I let things go for a few minutes, and eventually say something like: "We eat, socialize a bit, and go to bed. I'm excited about getting to the next part of the plot, let's go!" If the DM wanted something important to happen, aside from smelling the flowers, then it'll happen. If not, we go to bed. It worked, because it does two things: A) It tells your DM that you're interested in what is going on story-wise (even if you're not, it's okay to lie a bit). B) It helps him understand that not everything needs to be a detailed role playing experience. It's okay to summarize the unimportant stuff. Don't criticize what you don't like as much as emphasize what you DO like. I used to do this all the time, but now I do it less and less because it is becoming unnecessary. It's basically like training any other animal. Rewarding desired behavior is much more likely to result in a better trained animal than punishing undesired behavior. Training your DM can take some time and effort, but it's well worth both. ;) [/QUOTE]
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