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How to Deal with a difficult DM?
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<blockquote data-quote="kigmatzomat" data-source="post: 1513539" data-attributes="member: 9254"><p>While I don't have a story hour, I do have a Y! group where I post a recap after each session, which is handy since we play every other week. It makes life easier when I can go review or just hand out a sheet to whoever might have missed the previous week. As a GM tool it's also great for getting the facts straight in my head.</p><p></p><p>I must admit to having done most bad GM things at one point or another. I've railroaded (jeez, that sucked for me because it was so boring!); had cryptic, almost unsolveable puzzles, occassionally seen it as me-vs-them; had unwinnable combats; freebie combats; and just lapsed into monosyllabic communication that gave the players nothing. </p><p></p><p>I've learned that a good (or at least competent) GM doesn't enjoy a bad session any more than the players do. If the players are unhappy and the GM's tickled, change groups. He's wrong in the head. </p><p></p><p>I will say there is such a thing as incompatible styles. My brother runs a fun game but....I don't get into it. His basic premises are alien to me and I really can't track the logic of his NPCs. Very much a stranger in a strange land moment. *BUT* he has a decent grasp of the rules, his world is fairly well fleshed out, and I'm the only one who constantly has the puzzled look on my face. So in this case, it's me and I'm okay with it, other than it means there's a game I'm missing out on, darn it. </p><p></p><p>When having bad GM problems, try running a one-shot or other canned module on a 3-day holiday or something. Give the GM a chance to play and you to see how it is on the other side of the table. </p><p>It might help shake him out, especially if he complains about something because then you and the other players can discuss it without affecting his game directly, where he'd be defensive. </p><p></p><p>Hmmm, I'm rambling from the sugar buzz (Yay Krispy Kreme doughnuts!). Hope this makes sense.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1513539, member: 9254"] While I don't have a story hour, I do have a Y! group where I post a recap after each session, which is handy since we play every other week. It makes life easier when I can go review or just hand out a sheet to whoever might have missed the previous week. As a GM tool it's also great for getting the facts straight in my head. I must admit to having done most bad GM things at one point or another. I've railroaded (jeez, that sucked for me because it was so boring!); had cryptic, almost unsolveable puzzles, occassionally seen it as me-vs-them; had unwinnable combats; freebie combats; and just lapsed into monosyllabic communication that gave the players nothing. I've learned that a good (or at least competent) GM doesn't enjoy a bad session any more than the players do. If the players are unhappy and the GM's tickled, change groups. He's wrong in the head. I will say there is such a thing as incompatible styles. My brother runs a fun game but....I don't get into it. His basic premises are alien to me and I really can't track the logic of his NPCs. Very much a stranger in a strange land moment. *BUT* he has a decent grasp of the rules, his world is fairly well fleshed out, and I'm the only one who constantly has the puzzled look on my face. So in this case, it's me and I'm okay with it, other than it means there's a game I'm missing out on, darn it. When having bad GM problems, try running a one-shot or other canned module on a 3-day holiday or something. Give the GM a chance to play and you to see how it is on the other side of the table. It might help shake him out, especially if he complains about something because then you and the other players can discuss it without affecting his game directly, where he'd be defensive. Hmmm, I'm rambling from the sugar buzz (Yay Krispy Kreme doughnuts!). Hope this makes sense. [/QUOTE]
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