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<blockquote data-quote="Engilbrand" data-source="post: 5014353" data-attributes="member: 44184"><p>Offer to run. 4e is a blast to run. I happen to be a lazy DM, but I use that to my advantage. It means that I don't really railroad at all. Everything that happens in the game comes from the players deciding where they're going to go and what they're going to do. Most of the biggest things in the game have come from them making comments about something minor. "I want to meet the author of X book series because he must be important" turned into an entire subplot of the game with the author being a sibling. My entire game started with "My character knows one of the 7 Forbidden Dances and wants to learn the rest". Keep in mind that this is basically my first time really DMing. I took that and worked it into a campaign that has been a blast.</p><p>Being lazy is OK. Being a crappy DM isn't. I'm not a fan of modules. I ran them a few years ago for a little bit, and they work for people who don't want to really think about things very much or roleplay. (I know that you can throw stuff like that in.) Your DM, though, doesn't seem to understand that people aren't enjoying that. He needs to chuck it to the side. When you say, "My character decides to leave the building" he shouldn't just tell you that you can't. He should come up with something interesting on the fly.</p><p>If he doesn't want to do stuff like that, then you should run. If you don't want to run, and you don't want to quit, then you're probably just going to be unhappy.</p></blockquote><p></p>
[QUOTE="Engilbrand, post: 5014353, member: 44184"] Offer to run. 4e is a blast to run. I happen to be a lazy DM, but I use that to my advantage. It means that I don't really railroad at all. Everything that happens in the game comes from the players deciding where they're going to go and what they're going to do. Most of the biggest things in the game have come from them making comments about something minor. "I want to meet the author of X book series because he must be important" turned into an entire subplot of the game with the author being a sibling. My entire game started with "My character knows one of the 7 Forbidden Dances and wants to learn the rest". Keep in mind that this is basically my first time really DMing. I took that and worked it into a campaign that has been a blast. Being lazy is OK. Being a crappy DM isn't. I'm not a fan of modules. I ran them a few years ago for a little bit, and they work for people who don't want to really think about things very much or roleplay. (I know that you can throw stuff like that in.) Your DM, though, doesn't seem to understand that people aren't enjoying that. He needs to chuck it to the side. When you say, "My character decides to leave the building" he shouldn't just tell you that you can't. He should come up with something interesting on the fly. If he doesn't want to do stuff like that, then you should run. If you don't want to run, and you don't want to quit, then you're probably just going to be unhappy. [/QUOTE]
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