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Would you quit a game if....

I get the impression that the player's former DM (whom he gamed with for years, is his best friend, and the only GM he's ever known besides me) woud do things like make sure every character had heroic stats and give everyone strong magical equipment, even at first level.

He's played a lot of 1E and 2E AD&D, but it was heavily house ruled. And, when we rolled up his current character, I allowed him the usual 4d6, drop lowest, arrange to taste. He said, "How about 5d6 or 6d6, drop lowest, arrange to taste."

It a very different game background he's come from, running ultimate heroes. I think point buy (which I generally dislike) is more his style, but I don't think his earlier group, with exposure to 1E/2E AD&D only, ever thought about point buy (thus, the 5d6 and 6d6 insurance).

And, I also think his previous DM would set the group up for what I call "hollow heroism" encounters. This is when the DM or some other factor (like a Fate Point) gives an encounter the appearance of heroism but nothing was really risked in the game.

For example, if the PC is to rescue the princess, and she is guarded by three, bloodthristy, maddened, howling dragons, then he rushes in and does just that. With three mighty blows, he kills each dragon, swoops up the princess, and runs her back to safety.

It sounds pretty awesome and heroic, huh? Until you look under the hood and see the the GM has given him armor that makes him almost impervious to dragon breath and a sword that kills dragons on contact.

That description may be a little overly dramatic, but you get the point. I think his earlier PCs were statically and materially equipped to deal with the challenges his previous GM threw at him.

My game has a much more realistic flavor. And, if you pull off something heroic, then you were really heroic in the game and risked your character's life to do it.

We've had a moment like that in our game, and the player loved the outcome. It was a very, very tough encounter to where the PCs got down to where one more blow would kill them. But, they prevailed! All of them! And, they did it by good play, good tactics, and some lucky attack throws.

Even I didn't think they'd get out of what I had thrown at them--I was sure they'd be captured.

But, they did it.

I made a big deal out of this because it deserved to made that way. In the Conan RPG, XP is totally arbritrary, and I gave them the highest XP award they'd ever recevied, raising them an entire level (from level 2 to level 3).

In my eyes, they really were heroes because they had really risked their lives to pull off what they did.

In the long run, I think the players appreciate this, too. Once they get a taste of real heroism in the game (as opposed to hollow heroism) where there was real risk, then that success gets addictive.

With hollow heroism, the character is going to come out a hero no matter what. With the way I play, a character is a hero only if he earns it.

This may be something the player is objecting too, as well. He's used to the former. My games are about the latter.
 

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Sometimes I think ENWorld is too biased towards the DM. Discussions here almost always side with the DM, at the expense of the players.

See now, here is a bit of stuff I see a problem with.

"Siding with the DM" is not (automatically) "at the expense of the players."

This is a collective, group, game...usually of real individuals in the flesh. There are no "sides." Everyone at the table, the DM included, is there to play....to have FUN.

To play an imaginary game of Swords & Sorcery or Galactic Fighters & Explorers (and maybe with magic and psionics, too) or Old [USA] West Cowboys & Indians (and maybe with magic or psionics, too) or Spies & Syndicates (and maybe with magic or psionics, too) or Superheroes & Mutants (almost certainly with magic and psionics, too), G-Men & Aliens....whatevvvvver...is to escape the everyday. To be something amazing and fun, for a couple of hours, that you could never normally be. I certainly couldn't be.

Everyone is (or, I will venture to say, "should be") there for FUN.

Back on topic to what I'm responding to, I think (hope), "bad/powerhungry/vindictive/immature" D/GMs abound, from what I read (thankfully didn't have this problem myself), as do players.

There are, I'm sure, plenty of games where it's "Us vs. the GM"...perhaps even by design in some systems. D&D really isn't one of those games, I don't think, in any edition. (Ok, I mean, sure. If you were in EGG's original campaign going through the ToH, maybe. But mid-80's games on, in my experience? No.)

Guess the point is, the best any of us, in any genre of RPG, can hope for is a "good" group of people we can get along with (if not actually call friends). People that we can "play pretend" with for a little while.

I, personally, have never found ENworld to be "DM-centric" or even, necessarily, "DM-friendly" in some threads...and I've been more on the DM side of things more than the player for a loooooonnnnngggg time (going on 20 years. Other than PbP's which I've only just discovered since coming to this site -last year? Two years ago? No, not yet- and I must say LOVING it! Thank you [MENTION=48762]Leif[/MENTION] and [MENTION=63]RangerWickett[/MENTION] letting me be a PLAYER again).

Humbly yours,
--Steel Dragons
 


do things like make sure every character had heroic stats and give everyone strong magical equipment, even at first level.

The first "random" player I ever met from an online post and DMed for in person came from a group like that. He told me he is used to playing overpowered PCs but was ok doing it my way (the standard way).

He was a great roleplayer and I really loved how he absorbed himself in the campaign world. But his "underpowered" PC always bothered him. He had good stats and normal equipment, but he was never satisfied. He eventually stopped playing. A few years later he joined again but only lasted a few sessions.

We don't play together, but 10 years later and he's considered a good friend of mine. We just went out for my bday last week.

As a player, he needs to have his way or he won't be happy. As a DM, I need to have things my way or I won't be happy. I just think he is so used to having his way that he isn't willing to suck it up. As a player, I'm ok with not having my way and it is not hard at all for me to go with the flow. I think he was spoiled early on, which is why he is like that and my experience was the exact opposite. Which may be why I'm not a demanding player.
 

Lately, "FUN" on ENWorld seems to always correspond to "what the DM wants".

Isn't that sort of the case though? I'm sure not many DMs are going to run a game that they don't enjoy running. So if there is no game, there is no fun.

If they are running a game that they don't enjoy running, it is almost guaranteed that it will end soon after.

And I'm sure it is a lot harder to have fun in a game being run by a DM that is not having fun running it. The DM will probably run a terrible game.

This happens all the time. I know because the DM or player comes here complaining about it. :lol:
 

Okay, for a more on-topic reply.

I would sit down with the player and see if we can't get to the root of his requirement that his PC cannot die. Try a technique like "5 Whys". Keep asking "why X" where X is the answer to the previous question. Eventually you get down to an underlying root cause.

Sometimes you can attack the root cause directly, rather than dealing with the symptoms.

For example, maybe he thinks an ignoble, meaningless death invalidates the work he put into the character. Then you can explain how your fate point system cuts against that.

Or maybe he has a hard time coming up with character concepts that he likes and enjoys. Perhaps the solution here would be to come up with alternate characters ahead of time.
 

See now, here is a bit of stuff I see a problem with.

"Siding with the DM" is not (automatically) "at the expense of the players."

This is a collective, group, game...usually of real individuals in the flesh. There are no "sides." Everyone at the table, the DM included, is there to play....to have FUN.

You just beat me to it. Terms like "Pro-DM" are nonsense. If the players and DM are truly adversaries, then rocks fall, everyone dies. In any RPG all the players, even the DM, are cooperating to make a fun game. A playstyle preference for non-WAHOO! games does not mean the DM is being a tyrant it means that the players, including the DM, want to play a game closer to reality than to heroic fiction.
 

Look at it this way: did you ever play tag with a fat kid with allergies who couldn't run* so you made special rules so he could play? And how many times did you play that way until it stopped being fun?

If this guy is asking for special treatment that the rest of the group is not getting OR that the game be changed to a "no death" rule for everyone else including him...you know, just to be fair...I think it is not "Pro-DM" to tell him that is not how I run my game and/or let him leave if and when the triggering situation occurs. Let him take his ball and go home.

If I were a player in a campaign and this occurred, I'd side with the DM and politely help "Cartman" gather his stuff & load it in the car.

And to be perfectly clear, it would be ME leaving if I found out that one player had plot immunity I didn't have, or possibly if the game were switching to a "no death" style.











* namely, someone like moi
 
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Look at it this way: did you ever play tag with a fat kid with allergies who couldn't run* so you made special rules so he could play?

The one thing I always admired about my fat friends (including the one with asthma) was that they always tried to keep up with us no matter what outdoor activities we were playing. We never had to give them special treatment. They may have stopped moving as much, but they stuck in the game. They never once whined either.

I wish D&D players would do the same.
 

I did what I could, but there's only so long people want to play tag when they can hear you coming before they see you...and can run backwards faster than you can forwards! ;)

Now...put me on a bike and my superior leg strength let me do or outdo anything my buddies did.
 

Into the Woods

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