I want my actions to matter

I don't think your following. They are not bad and or unlikeable players as they say
they "want their actions to matter". They are all ready bad and or unlikeable players...and people in general... well, well, well before "actions" ever come up.

Some game related examples:

*The refuse to play with women gamers
*They will talk down, bully, harass, hit on...or worse any woman gamers they can
*They often think or are told at set thing...like one DM said to them five years ago "all orcs are dumb". So even today they are obsessed with the One Way Idea that "all orcs are dumb".
*They often want to reroll...if they fail at something...for dumb reasons...."the dice hit my Mt.Dew can...reroll!" Unless that make the roll...then they keep it(wink wink)

And in the games the normally play in, they play with DMs that agree with them 100%. It's only in the rare game like mine where I say "no" to them.
May I recommend dumping those players and finding new ones via...
???
 

log in or register to remove this ad

May I recommend dumping those players and finding new ones via...
???
Those are definitely red flags for being toxic people. I wouldn't put up with that sort of behaviour on my table (I DM at a game store and I don't think the game store would either).
 

They are not bad and or unlikeable players as they say
they "want their actions to matter". They are all ready bad and or unlikeable players...and people in general... well, well, well before "actions" ever come up.
why do you even bother with them? Sounds like you dropping them is the only real solution here. They won’t change and you won’t change, so everyone will stay unhappy
 

Olay, this all sounds ridiculous. Where do you play? Is it a game store? Are these all kids? Why do you play with them?
A library community center.
But aside from that… can you consider that there may be a point to players saying they want their actions to matter? I mean… it’s a pretty common expectation for an RPG, and you seem to think it’s outlandish, and something only these problem players expect.
It is a very common thing said by the bulk of players.
So let’s forget the behavioral stuff. Can you agree that players wanting their actions to matter is a legitimate request?

Sure. We we toss around vague words to cover vague concepts, everything sounds great.

Of course, we it gets down to specifics it all falls apart. This is why I asked for more specific examples.

So NOT in my game.....forget about MY game. In OTHER games this happens. So for example a player "wanting their actions to matter" has a character that attempts to open a door. The character finds the door locked, so the player whines about "actions matter" . And what does the DM do....other then alter game reality and tell the player they win D&D forever?
 

Sure. We we toss around vague words to cover vague concepts, everything sounds great.

Of course, we it gets down to specifics it all falls apart. This is why I asked for more specific examples.

So NOT in my game.....forget about MY game. In OTHER games this happens. So for example a player "wanting their actions to matter" has a character that attempts to open a door. The character finds the door locked, so the player whines about "actions matter" . And what does the DM do....other then alter game reality and tell the player they win D&D forever?
Your example makes no sense. In the games I run any player who wanted to open a door that was locked would go about finding another way to the other side of that door. That might be picking the lock. It might be finding another route. It might be removing the door from its hinges. None of that involves the GM altering game reality in the way you seem to mean and none of it involves telling the player they "win D&D forever."
 

I, also seemingly unlike everyone online here, am open to playing with people I don't like or worse. Just because we don't agree on everything all the time, does not mean we can't just play a RPG for a couple hours and have fun.
I don't have to agree on every subject with every player, but I won't game with someone I don't like. If I wanted to punish myself in a hobby I enjoy I'd go glue together more Necron Warriors for Warhammer 40k.
he refuse to play with women gamers
*They will talk down, bully, harass, hit on...or worse any woman gamers they can
*They often think or are told at set thing...like one DM said to them five years ago "all orcs are dumb". So even today they are obsessed with the One Way Idea that "all orcs are dumb".
Why would you play any game with these people?
So NOT in my game.....forget about MY game. In OTHER games this happens. So for example a player "wanting their actions to matter" has a character that attempts to open a door. The character finds the door locked, so the player whines about "actions matter" . And what does the DM do....other then alter game reality and tell the player they win D&D forever?
Given this player the benefit of the doubt, as a DM I'd have a heart-to-heart with the player and explain to them how an RPG works. Sometimes there are obstacles, and you've got to figure out a way to get around them. Yes, the door is locked, but if you want to get into the next room maybe you can think of some ways to accomplish that. If the player fails to grasp this concept, it's time for the DM to cut bait and run.
 



A library community center.

Okay. Are many of these players young? There seems to be some maturity issues, so I’m trying to understand.

It is a very common thing said by the bulk of players.

Sure. We we toss around vague words to cover vague concepts, everything sounds great.

I don’t think that the idea of actuons mattering in an RPG is vague at all. This is why I’m struggling with the question. There seems to be two things going on; the players are saying that when what they’re really trying to say something else, and you genuinely seem unsure what it means.

Both of those are surprising to me.

Of course, we it gets down to specifics it all falls apart. This is why I asked for more specific examples.

So NOT in my game.....forget about MY game. In OTHER games this happens. So for example a player "wanting their actions to matter" has a character that attempts to open a door. The character finds the door locked, so the player whines about "actions matter" . And what does the DM do....other then alter game reality and tell the player they win D&D forever?

I don’t know what “alter the game reality” means. You say it a lot, but it’s really not clear. I mean… game reality gets altered all the time. There’s a live goblin… the fighter hits it for 14 points of damage and it dies. The evil wizard casts a fireball and the barbarian fails his save, and he drops to zero hit points. These are examples of altering the game reality, and they’re always happening.

So what are you actually saying?

As for examples, I can offer some from a game of Stonetop I just ran tonight.

The PCs are on a journey to Three Coven Lake to meet with the hillfolk tribe called the Myst Walkers. They need information about a Hdour, a corrupted shaman from another tribe who has been causing trouble for the PCs and their town.

It’s a long journey of many days. As the PCs reach the flatlands, they need to follow the river to the south. I explain to them that they can continue right beside the river, but it will bring them into the open. They'll be easily seen from afar. Or they can stick to the woods, which will make them less noticeable, but will take longer.

It’s a pretty basic choice, but their decision will matter. It’ll affect what may happen to them, and the length of their journey. They opt for the open fields by the river. We roll to see if any events occur and a warband for another tribe, the Red Spears, comes upon the PCs.

I ask them if they want to try and flee to safety or if they stand their ground. One of the PCs is of Hillfolk lineage so he asks of he knows anything about the Red Spears. I tell him to make a Know Things roll. He gets a success, so I tell him that the Red Spears are the largest tribe in the flatlands, and they’re gifted horsemen and warriors, but are not typically hostile without cause.

The PCs then decide to hail the riders and seek parley. The PC who made the roll got advantage from the successful Know Things roll, and he rolled another full success. The Red Spears greeted them warmly and offered to share a meal with them.

Other games and other GMs might have done this differently. I recently played in a 5e game where I decisions didn’t really matter. Our characters were on our way back to our hometown when we came across some bandits. Our bard tried to convince them not to mess with us. The GM called for a Persuasion roll. He didn’t share the DC. The player rolled an 18. The bandits attacked.

It felt like the fight was a foregone conclusion. That our actions didn’t matter, the game was going to go the way the Gm wanted it to go.

Players wanting their actions to matter is a pretty clear thing.
 

Other games and other GMs might have done this differently. I recently played in a 5e game where I decisions didn’t really matter. Our characters were on our way back to our hometown when we came across some bandits. Our bard tried to convince them not to mess with us. The GM called for a Persuasion roll. He didn’t share the DC. The player rolled an 18. The bandits attacked.

It felt like the fight was a foregone conclusion. That our actions didn’t matter, the game was going to go the way the Gm wanted it to go.

Players wanting their actions to matter is a pretty clear thing.
There can be nuance in these things. I'm playing in a group that's working through the Pathfinder 1e version of the Kingmaker adventure path. We're doing it under GURPS Dungeon Fantasy, but that doesn't really affect this. We're emissaries of a Lawful Good kingdom, so we're trying to spread peace and prosperity, rather than just grabbing everything, but sometimes that doesn't make much difference.

We've spent a couple of weeks searching for the "Tiger Lords" barbarians, and trying to talk to anyone or anything we meet in the hope of getting some clues. We met various non-sapient creatures, and we can't talk to animals, so we weren't getting anything from them. We met some giants that insisted on being killed, which was annoying, but they were very dumb, and a menace to everyone else. We've managed to tame one giant back at our capital, via lots of beer, but three in a gang would be a problem.

Then we found the barbarians' camp:
  • Our wizard infiltrated, while invisible on top of his normal Body of Air, and warned the hostages to keep their heads down during the violence. He then set about one end of the camp - it was quite linear - with Flash spells to blind them, and lightning bolts. After he'd killed a few, the rest on that side were willing to surrender.
  • Our archer, up on the cliff that overlooked the camp, did quite well until the barbarians worked out where he was and started using cover. Their only ranged weapons were throwing axes, so he was quite safe.
  • The hand-to-hand fighters at the other end of the camp from the wizard were a bit puzzled by the barbarian tactics, which were to attack singly. It gradually became clear that their code of honour required this, and they died one by one. The GM was running their psychology, not just fighting to oppose the characters.
Eventually, we had three surrendered to the wizard, not injured, but faced with something they could not handle, and one who'd started to climb the cliff with several arrows in him, got stuck and decided to give up.
 

Remove ads

Top