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The Dungeon Masters' Foundation Mk.II

MoGD said:
My plan is as follows.

1. Meta game penalty increased to 1000 Xp or 1 level per offense!!
2. Only use non standard monsters, and change up the old ones
3. Outline at the beginning of the session that NOONE should tell the DM how to run a encounter
4. More closely enforce the "table the argument" till the end of the session...

1) I can tell you this will NEVER go over well. It will tick off your players and makes them more close minded and very not amiable.

2) There is no reason for this either, ultimately they shoudln't be questioning you, the DMG clearly states that you as the DM have the ultimate (almost god-like) powers over the rules. While you shoudl be REASONABLE, they have no right to tell you how to DM as long as you are being reasonable.

3) Or anything else for that matter.

4) I dont' fully understand this one sorry

Actually, after your campaign is over I STRONGLY suggest you have one of your players DM. It's easy to criticize until you get into the job. Once they have tried (and miserably failed) they will have more respect for you as DM. Now, I WOULD give them the option of questioning a call or something. If there is a dsipute let the RULEBOOKS be the END ALL to all arguments. Barring the rulebooks, due to house rules or issues not addressed by the rulebooks, the DM is the END ALL. If your players can't accept this they need to figure out how or stop playing the game.

I came up from 2E too and I can see what they might think. Just as humans grow and change over time, so do the monsters. They evolve. If your players have a problem with the new monster, use the correct and totally valid blanket answer of "It's evolved or changed over time." Each new edition (this is said outright by WotC in the FRCS) is a passage of time in the worlds.

Don't appear to be some kind of dictator either, talk honestly and straightforwardly (is that a word?) wth your players. Discuss it with them with civility and understanding, as long as they can do the same. hopefully, (being in your 30s and all) they will be reasonable and listen and compromise/give in.

Finally:
While I'm not an advocate of cursing in any situation, if your players are resorting to cussing the session needs to end, or be put on hold. Anyoen who is that angry over a game needs to calm down. Beign that rude to your friends ever is just unacceptable and ridiculous.

Ok I'm done...next post is to Y.O.Morales
 

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@Y.O. Morales
Ok what you suggest I don't see as possible. Virtually anythign even remotely related to D&D or RPGs is taken care of by ENWorld. The purpose for the forum would be to allow us to have moderators, and allow us to do things that could be taken care of elsewhere on ENWorld but would be lost in the masses of other posts and make it difficult. The forum is to make the DMF extremely conveinent and organized, other than that, what CAN we do that isn't somewhere else on ENWorld?
 

Morbog of Ghetto D said:
Greetings and salivations,

So heres the topic that has been killing me for 3weeks. And you are the only people I can turn to.

First I have Dmed/Refereed rpgs since 1990, and have played since 78'. My "old" gaming crew retunred to D&D after a 3 year break. Im running the new D20 system, 3.5 with the various asssociated problems etc. We were all 2nd ed. players..

Anyway. Seems to me that the campaign is just getting out of hand with non stop meta gaming, arguments, of all things 2nd GUESSING THE DM!

You see we're all 29+ in age and I now believe we're too smart for our own good. we only play once a month (which sux) and we play for 4-8 good solid hours...

As we all know DMing is a thankless job, and requires a big investment in time.
Sadly I have players counting move squares and telling me what i can do and cant do. Of course its all through the players perspective, and they assume that the rules are applied 100% the same for monsters and such.

My response has been a swift dismissal of question or concern, mainly because If I indulge the player, we have 5 arm chair DMs (who have never dmed) hypothessizing about decisions that they arent required to worry about.

Primarily, its caused me to be very defensive and my patience is shot. Seems like there isnt a single encounter that some one doesnt say "wait a minute?!?!?" Right in the middle of me describing the action/environment.

Im a "narative" minded DM, and several of the players are heavy "mechanical" players.
its to the point where Im saying," Well youre so F%$#@#$% smart why dont you run the game!. Buy the books,paint the leads, draw the maps, create the prestige clasesses..etc.etc.etc.

But I know the game will die a slow death under another DM. The other player that has run games, was Module Man, literally reading the module while we played, and setting down the map, with players pointing where they go... A lesser experience than what Im used to.

They so badly want to apply 2nd edition knowledge, it kills them. especially with "known" monsters. I have therefore started using "non Traditional" monsters, or archetypes. 3.5 rules give old monsters new capabilites as feats... The players just want to know WHY?
My thinking is"well solve this problem in game, and in character. Maybe the PC can research undead types in the church/librabry. Maybe you can seek out a sage?"...It just blows my mind. Especially when a PC is telling me how to run a MONSTER that I CREATED!...

My plan is as follows.

1. Meta game penalty increased to 1000 Xp or 1 level per offense!!
2. Only use non standard monsters, and change up the old ones
3. Outline at the beginning of the session that NOONE should tell the DM how to run a encounter
4. More closely enforce the "table the argument" till the end of the session...

Any hints would be helpful. I really like running the game, and its just reaching a nice point in the campaign. But with the Fun:non fun ratio changes it will self destruct anyhow.


Many of these issue are soooo rudinmentary. 1 player even believes that he should have a chance to see enemies approaching from BEHIND?!?!?

One of my players even called me a M.F.er which is totally out of hand...

thx

I'm gonna start with that I am fairly new to DMing, but I am very familiar with these problems. I've been DMing for almost 2 years now, and I encountered some of the same problems as you when I began.

First off, make sure you talk to the Players about any and all concerns you might have. DM-to-Player communication is the solution is the problem to most any DM-to-Player problem. You may be able to work something out with them.

It sounds like your Players are trying to be back-seat-drivers of the game. Since they seem compelled to run the game themselves, you might try letting people take turns behind the screen. I'm not sure how experienced the others are as far as DMing goes, but Players often misunderstand the difficulties of DMing, including preparation time and the ability to actually run a game session well. And if your Players see how crummy some of the others are at DMing, they might respect you as DM more.

1. In-game repercussions for out-of-game behavior should be done very rarely, if at all. If there's a problem out-of-game, it's best to handle it out-of-game. So, this might not be the best idea, and could add more tension.
2. I'm not sure of the purpose of this. If your group likes and is more familiar with the 2E monsters, you might just use those monsters, and adjust them a little to fit with 3E.
3. Be careful how you say this. You don't want to come across as a dictator of the game. You could explain to your Players that they need to just trust your judgment as DM, to do their jobs as Players and to let you do your job as DM. You could explain to them that this would be best to avoid tension in the game.
4. Not sure what you mean with this. If it regards arguments at the table, perhaps this may be best for your group. You could explain to them that there should not be arguing at the table, to prevent tension and to keep the game moving. Then again, there are some groups that prefer to discuss things with the rules on the spot. If it's out-right challenging your decisions as DM, they shouldn't ever be doing that.

Again, you might allow your Players to try out their DMing skills every once in a while. Or, you might get them more involved in the adventures, letting them control some of the NPC's. It might be interesting for the Players to be controlling the PC's and the group of orcs that they are fighting. That is, unless your group will blame each other for what damage an NPC they control inflicts to their character.

In short, tell them to knock off all the crap. It's a game, and it needs to be fun. Tell them that they are making things unfun for you and probably each other.
 
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Y.O.Morales said:
I do NOT want to pay for the first year only for a group of people to continue an already-long thread or do other activities that could be done in other ENWorld forums (like the Play by Post).

While I cannot speak for the whole "vision thing", I can point out that you should not be paying for this yourself - we are a group. You've done a lot in getting this set up as is. I for one, and hopeful others, will help reinburst you for any costs.
 

wolf70 said:
"breaking the conestoga wagon."

That story is great on multiple levels :)

I'm not a teacher (kudoos to you!) but I am a business manager and I can relate in some ways to the frustration of training/teaching and leading people.

I'm going to tell people that story for years...
 

Something I didn't think of yesterday: You may want to start a new campaign. One in which the OOC rules will be enforced. Take Nightcloak's suggestion and create a list of rules and give each player one. (This'll sound silly, but...) Make sure they read the rules, and make sure you see them do it.

I like to have each player make a binder that contains:
1. List of the Current House Rules and the OOC Rules (includes stuff on Metagaming)
2. Character Sheet and Notes (illustration optional)
3. Character History (both before the character became an adventurer and the character's journal/views on what's happened since that time)
4. A small folder containing DM notes on the character (I keep these folders at my house and remove this section before play. I also tend to at least skim over this part about an hour before the dice roll).

Creating a new campaign will sort of "reboot" everything and let them know that things have changed.

Basic Rules (at least the ones that really work for me):
1. No rules arguements during play.
-All rules disputes will be handled after the session is over and one-on-one with the DM.
2. No swearing, threats, or generally bad OOC behavior at the table.
-If you wouldn't say it infront of your kids, don't say it.
3. Everyone speaks in turn
-Go clockwise around the table, starting with the DM, and state actions, ask questions, etc. (I don't use this much in my games, since my groups are no more than 3 people, but in larger groups I've found it's remarkably useful)

Hope this helps
 

A lot of great advice has already been offerred, so I won't jump on that bandwagon...
Morbog of Ghetto D said:
You see we're all 29+ in age and I now believe we're too smart for our own good. we only play once a month (which sux) and we play for 4-8 good solid hours...
I guess the question is, who's schedule is the problem? If you want to play more than once a month, you can always start a second campaign, choose days and times convenient for yourself, and tell anyone who's interested when they need to show up. My group is almost exclusively "over 30", and some of the players can't play two weekends in a row. So I'm running two campaigns on alternating weekends (plus a weekday game for the diehards).

Another group I knew had a similar issue, but could only get together 4-6 times per year. They used a message board to handle all non-combat interactions, so that game time was completely focused.
 


Ahem.

Well, Chaos Evoker, I was considering running that particular dungeon, but I wasn't sure if I could Find any players man enough to play it. Oh well I guess I'll see......
 


Into the Woods

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