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Rant: Midnight Gone Wrong...


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Sometimes the thing to do is simply tell the DM that no one is having fun. By the sound of it neither is he.

Also by the sound of it as the game progresses he feels a need to control more, so maybe suggesting a break from Midnight will do the job, letting him reset his gears.

In the interrum, assuming you want to go back to playing in his game if he fixes it, play something dumb! Macho Women With Guns, Paranoia, or something equally without depth, giving everybody a chance to loosen up, and most importantly, a chance to blow stuff up! After weeks of frustration seeing the look on someone's face when they see that you have a cone rifle pointed at them can make up for a lot.

The Auld Grump
 

BiggusGeekus said:
But, let's be fair to the guy. Midnight really is a hard setting to run. You're supposed to have adventures where the "treasure" is a month's worth of rations and you can just about give up on the idea of magic items. Which is why it's always a good idea in any new setting to run the introductory adventure* and pick up a module that was designed for that setting.

* PS It is my firm belief that all campaign books should have an introductory adventure. No exceptions. If the publisher is running low on space they can always cut out a prestige class , race, or some of the new spells. But to not have an introductory adventure borders on the criminal to my mind.

At first I read this as you saying Midnight doesn't have an introductory adventure in the back of the core book...it does. But on reading again, I think I misinterpreted the first time. :) Midnight is certainly an advanced setting, and it can be difficult to run (and play!), but I think the greater challenge brings greater reward...
 

We literally can kill nothing... except I forgot to add his DM NPC he was playing that can do anything....
In writing circles, there's actually a name for what he's doing:
http://www.subreality.com/marysue/explain.htm

If he doesn't listen to reason, and the campaign is a wash, you could have a bit of fun by having the PCs all attempt to kill the Mary Sue. You'll probably all die because the Mary Sue will be tougher, but it will be so worth it. :)
 

BiggusGeekus said:
I don't know what to say other than to just tell him that you don't feel that the setting is working for you. Don't run down the laundry list of DM boo-boos that he's made. Just say Midnight isn't doing it for you and leave it at that.
I was totally agreeing with you up until this part.

The fact is, when something like this happens, you have to let the guy know what he's done that's making the game no fun for you. Don't pass the blame off on the setting: make it clear that it is the way he is running the setting that is bothering you.

I'm not saying you need to grab him by the throat and scream obscenities at him. Be polite, and argue from the position of things you would prefer to have seen in the game rather than just pointing an accusing finger at everything he's done that annoys you. Tell him what you like in a game, and how you wish those things would be part of this game. Don't yell at him, but be firm, and if he gets defensive or tries to weasel out of responsibility for the things he's done, definitely call him on it.

The goal is to get the discussion to a point where he understands what makes playing a game fun for you, and you understand what makes running a game fun for him, and then hopefully pick out a campaign style that lets you both enjoy yourselves. That never happens if you don't actually let him know when his style is rubbing you exactly the wrong way.


Oh, and in the name of all that is good and true in this life, you should definitely tell him that he should stop with the DM's PC nonsense. For THAT, you can feel entitled to give him all the throat-grabbing and loud swearing you can. There's simply no excuse for pulling that crap in a game.

--
note: this will almost certainly kill this campaign, but it sounds like it will be no great loss
ryan
 

rounser said:
...attempt to kill the Mary Sue...

Seconded. Attempt to kill the Mary Sue. BUT...to do it properly...you must scheme with the other players and not give the DM any warning--or all is lost. If at all possible, wait until the Mary Sue is badly wounded, then attack via pre-arranged signal.

:)
Tony M
 

When the GM starts brining out "oldie" adventures, it's ususal the first sign that he's lost his enthusiam for the campaign, can't think of new adventure ideas, and is hoping he can get eveyone into the old "DnD" grove of dugeon crawling.

I've been in two or three camapaigns like this. Both started interesting with some interesting fantasy twists. ... And then suddenly the campaign become a nostilga "Let's take on the Slave Lords and Lloth one. more. time!" without asking players if they want to jump on the memory train.

It's time to start fresh.
 


d20Dwarf said:
At first I read this as you saying Midnight doesn't have an introductory adventure in the back of the core book...it does. But on reading again, I think I misinterpreted the first time. :) Midnight is certainly an advanced setting, and it can be difficult to run (and play!), but I think the greater challenge brings greater reward...


Yep. That's why I used the astrix. Midnight's introductory setting "On the Run" is a lovely 13 pages long with glorious maps and illustrations. My idea was to try to just toss the no-intro-screed in as general commentary. But obviously I could and should have been more clear. You did a good job on Midnight Mr. Upchurch and you have a lot to be proud of.


Herpes Cineplex said:
The fact is, when something like this happens, you have to let the guy know what he's done that's making the game no fun for you. Don't pass the blame off on the setting: make it clear that it is the way he is running the setting that is bothering you.

I'm not saying you need to grab him by the throat and scream obscenities at him. Be polite, and argue from the position of things you would prefer to have seen in the game rather than just pointing an accusing finger at everything he's done that annoys you. Tell him what you like in a game, and how you wish those things would be part of this game. Don't yell at him, but be firm, and if he gets defensive or tries to weasel out of responsibility for the things he's done, definitely call him on it.

Yeah, I can see this. My only concern is that he's the type that just ignores the entire message once he's heard the words "I think you made a mistake when...." I'm sure you get my drift.

By the way, great handle, Mr. Cineplex!

-BG
 

Read the Hobbit: The PCs never killed anything

Read the Hobbit: The PCs almost never killed any bad guys.

The PCs were 13 dwarven characters and one hobbit.

The GM had a pet NPC that was a demi-god Wizard, who could do anything and everything.

The GM railroaded the PCs all the time in the Hobbit.

Seriously, you should be thanking your lucky stars your characters are still among the living and not whining about how tough the bad guys are. In Midnight, the whole idea is that your characters can't kill the bad guys.
 

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