James Gasik
We don't talk about Pun-Pun
What I keep seeing is people who are afraid to DM. They feel like there's too much they have to learn how to do, too many plates to spin, and they freeze up at the thought of people not liking their game because they're bad at it, so they just don't DM.
It doesn't help that everyone has a brace of "horrible DM" tales to regale people with, and it's all too easy to become one without meaning to!
A few years back we had a new guy join our group, and after a few sessions, they mentioned they were a DM and were curious if we'd play in a game they ran. I'm always up for new games, so I was like, "sure, let's do it!".
So we have our session zero, where he wants to run options by us, and he asked what we thought of Ravenloft. And he was completely taken aback when we recoiled and groaned.
"What...what's wrong with Ravenloft? I think it's a great setting!"
"You have to understand", I said, "the idea of Ravenloft is great. In practice, however, your basic premise revolves around trying to make the players apprehensive and nervous, right? So how do you do that, really? Historically, you do this by taking away player agency, trapping them in a scenario they have to escape from, giving them as little information as possible, making their abilities not work right, trying to corrupt their characters with weird cursed powers, and using overpowered monsters. In the hands of your average DM, a Ravenloft campaign can devolve into a power trip that's not fun for the players- so I'll bet just about anyone you talk to has had a bad experience with the setting."
I was still fully on board with trying his campaign, but that reaction totally demoralized him, apparently, and he quietly left our group a few weeks later.
It doesn't help that everyone has a brace of "horrible DM" tales to regale people with, and it's all too easy to become one without meaning to!
A few years back we had a new guy join our group, and after a few sessions, they mentioned they were a DM and were curious if we'd play in a game they ran. I'm always up for new games, so I was like, "sure, let's do it!".
So we have our session zero, where he wants to run options by us, and he asked what we thought of Ravenloft. And he was completely taken aback when we recoiled and groaned.
"What...what's wrong with Ravenloft? I think it's a great setting!"
"You have to understand", I said, "the idea of Ravenloft is great. In practice, however, your basic premise revolves around trying to make the players apprehensive and nervous, right? So how do you do that, really? Historically, you do this by taking away player agency, trapping them in a scenario they have to escape from, giving them as little information as possible, making their abilities not work right, trying to corrupt their characters with weird cursed powers, and using overpowered monsters. In the hands of your average DM, a Ravenloft campaign can devolve into a power trip that's not fun for the players- so I'll bet just about anyone you talk to has had a bad experience with the setting."
I was still fully on board with trying his campaign, but that reaction totally demoralized him, apparently, and he quietly left our group a few weeks later.