Yair
Community Supporter
Sounds like you want to DM, and aren't particularly enjoying his game. Compete. Set up your own game that you DM, and try to make it so you will play in his game and DM yours, and the other players could join your game without letting go of his too. Perhaps have the game less frequently or soemthing. If your game is better, his game will improve too, or it will felter out.
You do realize coming up with a plot is a perfectly fine way of DMing? A roleplaying game is a shared social enterprise, so the degree of railroading and who sets the plot depends on the group dynamics. For most groups, I suspect, the DM certainly sets the plot and directs the PCs towards it with not-so-gentle clues. Generally the plot remains the same regardless of their choices, but the details vary. So the PCs might circumvent the horrid wastelands by renting a pirate's boat, but they are still seeking the Golden Chalice hidden in the forest's heart beyond the wastelands, and a capable DM would probably just dress up the encounters and subplots he has set up for the desert with maritime adventures along the same lines (it's easier to adapt then to invent something wholecloth). My players even occasionally ask me out-of-character which directions or decisions I prefer them to make - they want me to have fun too, and don't want to burden me with the need to invent too much on the fly or see my designs go to waste; and when they go in directions I didn't expect, I often take some minutes to think things over or we call it a night so I can come up with a good adventure along these lines. We're working together so all of us will have fun.
You may not play this way. Perhaps you set no plot, just pull on the plotline threads given by your players, allowing them to expand on those they like in the way they like. That's fine, but that's not the only way to DM, or to DM well. It may not be the way he or his players want to play, and in fact it's probably not the way most groups work.
And this is why I hate generalized advice.maddman75 said:And this is why you fail.
You do realize the reason he's telling you to look in the cabin is because in his plot it says for you to look in the cabin. Give up the plot, it isn't yours to create. Set up a scenario and watch and as you and the players create one together.
You do realize coming up with a plot is a perfectly fine way of DMing? A roleplaying game is a shared social enterprise, so the degree of railroading and who sets the plot depends on the group dynamics. For most groups, I suspect, the DM certainly sets the plot and directs the PCs towards it with not-so-gentle clues. Generally the plot remains the same regardless of their choices, but the details vary. So the PCs might circumvent the horrid wastelands by renting a pirate's boat, but they are still seeking the Golden Chalice hidden in the forest's heart beyond the wastelands, and a capable DM would probably just dress up the encounters and subplots he has set up for the desert with maritime adventures along the same lines (it's easier to adapt then to invent something wholecloth). My players even occasionally ask me out-of-character which directions or decisions I prefer them to make - they want me to have fun too, and don't want to burden me with the need to invent too much on the fly or see my designs go to waste; and when they go in directions I didn't expect, I often take some minutes to think things over or we call it a night so I can come up with a good adventure along these lines. We're working together so all of us will have fun.
You may not play this way. Perhaps you set no plot, just pull on the plotline threads given by your players, allowing them to expand on those they like in the way they like. That's fine, but that's not the only way to DM, or to DM well. It may not be the way he or his players want to play, and in fact it's probably not the way most groups work.