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How to Tell a GM You're Not Having Fun?
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<blockquote data-quote="Asisreo" data-source="post: 8149936" data-attributes="member: 7019027"><p>It seems your DM has fallen into the trap that challenge/adversity=fun. If they stick to the standard adventuring day procedures and carefully limit when and where you get rests, this should be the optimal gaming experience of D&D and all things will iron itself out without any need for a discerning eye for balance. </p><p></p><p>No. That doesn't work and it never had. </p><p></p><p>The argument against an easier game is that if the PC's are cruising through the game, there's no tension and no threat and a player can't buy in. But plenty of games both TTRPG and Videogame can be risk-free while also being fun to play. </p><p></p><p>Another argument is that the table's power balance might start to skew to other characters harder than others, but remind your DM that nobody really cares about that stuff as much as overall fun. And if anyone does care about it, let the DM know that they are the ones at liberty to remedy this by including magic items, houserules, and variants. Nothing in the game can't be finely tuned by the DM. </p><p></p><p>Tell the DM that you'd rather play your group's game, rather than whatever internet forum's whiteroom game they found online. Let there be deviations, charms, wonder, exotics. Let them take a long rest after the first combat encounter or let them have 3 combats in a row that reduced 0 resources. Let them avoid combat or let them break doors that the DM didn't think could be broken. </p><p></p><p>Because TTRPGS are not a list of procedures to force your players to run, it is a pastime for fun.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8149936, member: 7019027"] It seems your DM has fallen into the trap that challenge/adversity=fun. If they stick to the standard adventuring day procedures and carefully limit when and where you get rests, this should be the optimal gaming experience of D&D and all things will iron itself out without any need for a discerning eye for balance. No. That doesn't work and it never had. The argument against an easier game is that if the PC's are cruising through the game, there's no tension and no threat and a player can't buy in. But plenty of games both TTRPG and Videogame can be risk-free while also being fun to play. Another argument is that the table's power balance might start to skew to other characters harder than others, but remind your DM that nobody really cares about that stuff as much as overall fun. And if anyone does care about it, let the DM know that they are the ones at liberty to remedy this by including magic items, houserules, and variants. Nothing in the game can't be finely tuned by the DM. Tell the DM that you'd rather play your group's game, rather than whatever internet forum's whiteroom game they found online. Let there be deviations, charms, wonder, exotics. Let them take a long rest after the first combat encounter or let them have 3 combats in a row that reduced 0 resources. Let them avoid combat or let them break doors that the DM didn't think could be broken. Because TTRPGS are not a list of procedures to force your players to run, it is a pastime for fun. [/QUOTE]
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