D&D General The DM Shortage

1/10 the prep, 10X the combat length?
Having longer, slower encounters certainly reduces the amount of work for the DM, since you get though less content each session.

It's how to avoid becoming boring in the process of slowing the already slow fights down further that is the difficult bit.
 

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Are those the only things players could do to drive the narrative? Because they sound very much like the real life stuff people play D&D to get away from!
I know, right? The worst thing about a keep is having to go on the roof every fall and spring to clear out the leaves so they don’t block the drains. And it seems every month something happens and you have to ride down to the blacksmith to buy a specific part to fix it.

And that’s not even talking about the soldiers rough-housing in the donjon and breaking furniture, or your familiar swallowing a doorknob.
 

Are those the only things players could do to drive the narrative? Because they sound very much like the real life stuff people play D&D to get away from!
I would have been perfectly happy if those elements hadn't been in in the 1980s. I never used them because they didn't interest me. But that's not the same as trying to stop other people having them. But to present them as a solution to DM workload is simply not realistic. Sure, it involves less work for the DM. But it's not what most players want to with their time. A solution is needed that involves less work for the DM which does not involve the players doing stuff most people find boring, or spend their real lives struggling with.
Simple: retire the adventurers as guildmasters/businessmen and create new characters that run quests for them.
It's the natural order of things, after all.
 

Simple: retire the adventurers as guildmasters/businessmen and create new characters that run quests for them.
It's the natural order of things, after all.
Writing out high level characters does nothing to reduce the DM's workload.

Most players I know would rather end a character with a heroic death than by becoming a guildmaster, in any case.
 



Sure, I don't think anyone is suggesting banning them. But the idea that new players, inspired to play D&D by cover illustrations of heroes fighting dragons, will be happy with a bait-and-switch to a management sim is simply not being realistic.

There is an expectation that D&D is - exciting.

The bait and switch is often how D&D has got people to the table.

D&D and its fans pull you in with tales of high heroic adventure. But after session 3 and purchasing the PHB, you realize the game was written for sword and sorcery.

THEN if you stay and become a DM, you realize that it's been written for old school gritty low fantasy sword and sorcery.

4e and 5e was a turning point as fans coming in starting asking for heroic fantasy they were convinced D&D had. However D&D has only done so on the players side. The DM side is still 50 years old and in "wrong genre"
 

The bait and switch is often how D&D has got people to the table.

D&D and its fans pull you in with tales of high heroic adventure. But after session 3 and purchasing the PHB, you realize the game was written for sword and sorcery.

THEN if you stay and become a DM, you realize that it's been written for old school gritty low fantasy sword and sorcery.

4e and 5e was a turning point as fans coming in starting asking for heroic fantasy they were convinced D&D had. However D&D has only done so on the players side. The DM side is still 50 years old and in "wrong genre"

Wow. That's ... quite the twisted narrative you've come up with there. The game is what we make it and that will vary from one table to the next. The PHB and DMG don't dictate what stories we tell and while no game can cover all genres, D&D can cover quite a few.

The idea that people have to be tricked into the game is just bizarre. Millions of people have started playing D&D with 5E, if it didn't support the kind of game they wanted I don't see how that could have happened. Back in the OD&D days, we quickly went from dungeon crawls to epic adventures, the only support we needed to tell those stories was our imagination.

Why are people so invested in this idea that the most popular TTRPG ever is a pile of crap that offers no support for people enjoying the game?
 

Wow. That's ... quite the twisted narrative you've come up with there. The game is what we make it and that will vary from one table to the next. The PHB and DMG don't dictate what stories we tell and while no game can cover all genres, D&D can cover quite a few
The point is the base rules rules were written for one style that D&D is rarely if ever advertised by the IP holder or fans looking to make groups.

You typically have to add rules to adapt to those styles. And none of the core books if I recall ever were printed with those variants. You always had to lean on the DM to make them all up out of thin air to varying successes.
 

4e and 5e was a turning point as fans coming in starting asking for heroic fantasy they were convinced D&D had. However D&D has only done so on the players side. The DM side is still 50 years old and in "wrong genre"
The point is the base rules rules were written for one style that D&D is rarely if ever advertised by the IP holder or fans looking to make groups.

You typically have to add rules to adapt to those styles. And none of the core books if I recall ever were printed with those variants. You always had to lean on the DM to make them all up out of thin air to varying successes.
I've enjoyed your series of posts around the ideas that I've pulled out in my quotes.

I think there are (at least) two aspects to GM workload in the context of D&D:

*Creating fiction;

*Creating technical game-system information.​

The second of these is a feature of the game system - eg it's an issue in D&D, which is a mechanically intricate system that depends on a lot of detail; whereas it's not an issue in (say) Prince Valiant, which is a very light system where a creature or NPC can be given relevant stats in moments and where resolution does not depend upon maps that record precise details of distance.

There is zero reason to think that D&D is going to change in this respect. The solution to the second aspect, therefore, is having someone else do the work and buying it from them, in the form of a Monster Manual or Rogue's Gallery or (as I did quite a bit when GMing 4e) a module from which I can lift stat blocks and maps.

The first is trickier. All RPGing requires someone to create the fiction - it won't create itself. There are well-known techniques, in RPGing, for distributing the responsibility for doing so around the table. And I'm not talking here about "player narrative authority" (operationalised mechanically via fate points ect), which is an overrated thing in ENworld discussions. I'm talking much more basic stuff like deciding what play is about, what the core tropes are, who we the PCs are looking for having arrived in this village, etc.

The core premise of most contemporary D&D play seems to be that the GM is overwhelmingly in charge of this: creating it, keeping track of it, making sure that it remains interesting to the players, making sure that it regularly and in a spotlight-sharing way foregrounds PCs (both in respect of their mechanical competencies and their backstories), etc.

That's a lot of work, even if I'm using someone else's publication to get my creature and NPC stats, and my maps.

Reducing that workload, it seems to me, would require significant, maybe even radical, changes to how D&D is played.
 

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