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Problem DM - How Should a Player Handle It?
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<blockquote data-quote="DonTadow" data-source="post: 4043248" data-attributes="member: 22622"><p>I'd take a step back and first anaylsise my own playstyle first. Is the plot a railroad plot, or are the party being pulled on a string? I use to have a group, my last campaign, who for 5 sessions felt like they were being railroaded by the NPC because he told them this is what they needed to do for an item. It was't until one PC said ..wait let me try this... and they walked right into the vault, beat up the lvl 1 kobold ( and got what they wanted). I've also dm'd games that i left too open, and the party seemed frustrated that wasn't a beginning set path (I essentially dropped them into a world and told them to find jobs with about a dozen or two paths open). This works with some but not all. Maybe your DM feels that the party needs some definitive guidelines, then again maybe you guys have not tried to do other things. </p><p></p><p>I've had groups in the middle of an adventure they started just give up. Right now I got a group who are on a foreign plane, against their will, and they are seriously thinking of giving up the quest to go home and continuing to adventure on this plane. </p><p></p><p>I don't think giving usingful magic items is bad dm'n. It sucks to get a treasure full of scrolls when you're located near a small town (that won't buy them) and you have no wizard or sorceror who can cast them. Or leaving a great sword of kick but as the main treasure when the party has no heavy mage. Very often in fiction the heroes end up finding just the item they wanted. My first two DM's were like this, asking about specific items we had an eye on in the dmg, and we'd eventually find such an item (so long as it was reasonable.) I use a karma buy system where pcs can buy an iem with a fictional credit called karma, and it will be in a treasure location in their next 3 sessions. </p><p></p><p>Id talk to him one more time, line item what exactly is the problem and keep it simple. I'd stick with the major two problems. The feeling that you're feeling railroaded (no control over the outcome of the game) and the godline dmpc's he has. </p><p></p><p>With the railroading convo, make sure he understands that you play the game so you can effect the world and with his plots (give example) you don't feel that. </p><p></p><p>YOu also hate how his npcs seem to be godlike, and it really drains the fun when the npcs accomplish goals theatre meant for the players. </p><p></p><p>If this doesn't work you might need to bring this up in game. When a super npc comes around the pcs all attack them. So that he sees how super they are. Or you see a railroad plot coming and you say.. forget that, we're not interested. Better yet, do like we did our first 3.5 game and join the enemies. "that sounds lke a good idea and far emore lucrative to join the cult". If he wont DM the way you want play the way you do. The DM will either adjust or realize how hard he's trying to railroad.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 4043248, member: 22622"] I'd take a step back and first anaylsise my own playstyle first. Is the plot a railroad plot, or are the party being pulled on a string? I use to have a group, my last campaign, who for 5 sessions felt like they were being railroaded by the NPC because he told them this is what they needed to do for an item. It was't until one PC said ..wait let me try this... and they walked right into the vault, beat up the lvl 1 kobold ( and got what they wanted). I've also dm'd games that i left too open, and the party seemed frustrated that wasn't a beginning set path (I essentially dropped them into a world and told them to find jobs with about a dozen or two paths open). This works with some but not all. Maybe your DM feels that the party needs some definitive guidelines, then again maybe you guys have not tried to do other things. I've had groups in the middle of an adventure they started just give up. Right now I got a group who are on a foreign plane, against their will, and they are seriously thinking of giving up the quest to go home and continuing to adventure on this plane. I don't think giving usingful magic items is bad dm'n. It sucks to get a treasure full of scrolls when you're located near a small town (that won't buy them) and you have no wizard or sorceror who can cast them. Or leaving a great sword of kick but as the main treasure when the party has no heavy mage. Very often in fiction the heroes end up finding just the item they wanted. My first two DM's were like this, asking about specific items we had an eye on in the dmg, and we'd eventually find such an item (so long as it was reasonable.) I use a karma buy system where pcs can buy an iem with a fictional credit called karma, and it will be in a treasure location in their next 3 sessions. Id talk to him one more time, line item what exactly is the problem and keep it simple. I'd stick with the major two problems. The feeling that you're feeling railroaded (no control over the outcome of the game) and the godline dmpc's he has. With the railroading convo, make sure he understands that you play the game so you can effect the world and with his plots (give example) you don't feel that. YOu also hate how his npcs seem to be godlike, and it really drains the fun when the npcs accomplish goals theatre meant for the players. If this doesn't work you might need to bring this up in game. When a super npc comes around the pcs all attack them. So that he sees how super they are. Or you see a railroad plot coming and you say.. forget that, we're not interested. Better yet, do like we did our first 3.5 game and join the enemies. "that sounds lke a good idea and far emore lucrative to join the cult". If he wont DM the way you want play the way you do. The DM will either adjust or realize how hard he's trying to railroad. [/QUOTE]
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