I am DMing Caverns of Thracia. My group is the following:
One player who likes to DM from the backseat and correct you on rules at all times
One player who refused to do anything except for dumb sitcom nonsense
One player who finds the sitcom player hilarious
One player sort of new to D&D and these are the only people he has played with so that's all he knows
We also have guest players who come and go:
One player who just learned the game and doesn't really know how to play
Someone's girlfiend
One player who is a math whiz in real life and for whom rules are his safe zone, so he plays with an eye toward rules, the narrative is irrelevant to him. It's a logic puzzle you just need to know the rule to solve.
They all play murder hobo style.
I have been trying to DM Caverns of Thracia for them. They don't know enough to be on the lookout for traps. They watched the ranger fall into a trap door and die (he just forged ahead without worry) so they just decided to step around the trap and of course fell into a trap of their own.
They don't think to search for secret doors.
The Ranger went into the woods and I mentioned this might be a good time to scout around and see what the place is about. He decided that no, he just wanted to look for berries.
The adventure concerns warring factions and I first had them meet one group who actually namedropped someone (their leader) but that just went in one ear and out the other. I sent three small groups of gnolls at them and had each group the last member surrender hoping they might question him, "take me to your leader", let him go and follow him, something to get the basic idea out in the open to the players, but no they just kill the gnolls even if they drop their weapon.
They found a clue telling them to look for a squat black building, but they didn't. They ignored it.
They needed help rules wise since they were just barging in everywhere acting foolish. They ran into a creature that had 3 attacks per rd for 2d10 +4 of damage. They are second level and were getting their heads handed to them, so I split up the three attacks having the monster take 2 attacks with his 19 initiative but saving his last attack for next to last in the rd. The idea was to give them a chance to kill this thing before he attacked with his third attack. The rules lawyer told me this is wrong, and one player told me don't do that. I told them in D&D the DM can change rules around, but the backseat DM is fighting every call I make.
The sitcom guy played a gnome ranger because he found it funny he can't see through the grass and he wanted a longsword. I said that seems pretty impossible to me and I could see a dagger or a short sword as a stretch. I was told by the guy who finds sitcom funny "what difference does it make?!?"
Should I drop this game?
One player who likes to DM from the backseat and correct you on rules at all times
One player who refused to do anything except for dumb sitcom nonsense
One player who finds the sitcom player hilarious
One player sort of new to D&D and these are the only people he has played with so that's all he knows
We also have guest players who come and go:
One player who just learned the game and doesn't really know how to play
Someone's girlfiend
One player who is a math whiz in real life and for whom rules are his safe zone, so he plays with an eye toward rules, the narrative is irrelevant to him. It's a logic puzzle you just need to know the rule to solve.
They all play murder hobo style.
I have been trying to DM Caverns of Thracia for them. They don't know enough to be on the lookout for traps. They watched the ranger fall into a trap door and die (he just forged ahead without worry) so they just decided to step around the trap and of course fell into a trap of their own.
They don't think to search for secret doors.
The Ranger went into the woods and I mentioned this might be a good time to scout around and see what the place is about. He decided that no, he just wanted to look for berries.
The adventure concerns warring factions and I first had them meet one group who actually namedropped someone (their leader) but that just went in one ear and out the other. I sent three small groups of gnolls at them and had each group the last member surrender hoping they might question him, "take me to your leader", let him go and follow him, something to get the basic idea out in the open to the players, but no they just kill the gnolls even if they drop their weapon.
They found a clue telling them to look for a squat black building, but they didn't. They ignored it.
They needed help rules wise since they were just barging in everywhere acting foolish. They ran into a creature that had 3 attacks per rd for 2d10 +4 of damage. They are second level and were getting their heads handed to them, so I split up the three attacks having the monster take 2 attacks with his 19 initiative but saving his last attack for next to last in the rd. The idea was to give them a chance to kill this thing before he attacked with his third attack. The rules lawyer told me this is wrong, and one player told me don't do that. I told them in D&D the DM can change rules around, but the backseat DM is fighting every call I make.
The sitcom guy played a gnome ranger because he found it funny he can't see through the grass and he wanted a longsword. I said that seems pretty impossible to me and I could see a dagger or a short sword as a stretch. I was told by the guy who finds sitcom funny "what difference does it make?!?"
Should I drop this game?
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