• A_Union_of_Kobolds@lemmy.world
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    4 months ago

    I have been a Dungeon Master for over 25 years. I am also a longtime anarchist, and many of my regular players are not.

    I have three rules if im going to DM: 1) I pick the game system. Sorry, non-negotiable. I’ll play 5e (if I have to) but I won’t run it. Luckily, I also don’t have to run the same game my players are playing. Yall can use Worlds Without Number, Into The Odd, the Rules Cyclopedia, Mork Borg… what goes on on my end is my own thing (and involves plenty of the RC) 2) Party resources are communal. However you wanna work that out is up to you, but if you steal from The Party, The Gods will Curse You. And 3) You have to be willing to work in a group. This isn’t Skyrim, its a party game. The whole point is social problem solving. If you’re not up for that, its cool, I won’t make you talk or anything - but you gotta be a part of the team. Part of that is on me to make the initial hook good enough, but part of it is on you not to run a counterproductive pain in my ass.

    I almost never have any problems if I do my job right and make all this clear and understood off the bat.

    • TimewornTraveler@lemm.ee
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      4 months ago

      What if you had a player who wanted to secretly backstab and subvert the party, in character? They’d play as if they were part of the team, but in between sessions the player would communicate with the DM and decide ways to betray the party, with in-game consequences. It was the worst campaign I’ve ever been in. I still wonder if it was bad DMing or I’m just sour.

    • stingpie@lemmy.world
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      4 months ago

      Sorry for being off-topic, but I don’t think I understand anarchism as a political philosophy. Isn’t anarchism the absence of imposed rules? Communal resources seems to go against that, (it does make sense that the players get to divvy it up, though) and being cursed by the gods feels like a more theocratic thing than anarchist. Im not trying to be rude or anything, I just like to pick people’s brains about this stuff.

      • Zombiepirate@lemmy.world
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        4 months ago

        Communal resources seems to go against that

        Mutual aid is a fundamental principle of (most types of) anarchism, as is freedom of association.

        In other words: if the PCs don’t like it, they can make their own game with their own rules.

        • sharkfinsoup@lemmy.ml
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          4 months ago

          Political anarchy is not inherently against rules. Anarchy does not mean that everything is on fire and everyone steals from others and do whatever they want, that’s just a common misconception.

          Also it’s only 3 pretty basic rules, nothing particularly crazy about them

          • A_Union_of_Kobolds@lemmy.world
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            4 months ago

            Thank you.

            I’ve given a lot of thought to this. I want everyone to have fun, even if its not my kinda fun. But any player’s right to do so stops when they make that impossible the rest of us.

        • A_Union_of_Kobolds@lemmy.world
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          4 months ago

          Anarchism means “no rulers” not “no rules”. If we all consent then what’s the problem?

          IRL consent is complicated by coercion - you can’t disagree with your boss because if they fire you, you can’t pay your bills.

          DND is an asymmetrical activity. One person, the DM, has an outsized level of effort required. If im expected to create a whole world, NPCs, plots, and respond to all your nonsense, I think its totally fair to ask the players abide by a simple code of conduct.

          Again, I’ve almost never had issues.

          • Randomgal@lemmy.ca
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            4 months ago

            Your rules are great, I agree you deserve some privileges when acting as DM because rod the effort you put in. My comment wasn’t on that front.

            But if you are enforcing the rules, and receiving different treatment because of them, you deserve that. But if you are win control of the space, you set the rules and you enforce them. You’re a ‘ruler’ in that context. My point is, your anarchism isn’t really at play here.

            The system where the enforcement of rules is delegated to trusted person who everyone agrees on is closer to “Democracy”.

            • Zombiepirate@lemmy.world
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              4 months ago

              Please don’t take this the wrong way, but you should read some anarchist political theory if you want to address their actual beliefs.

              This is exactly the kind of communal structure that anarchists advocate for: a voluntary collective where everyone agrees to contribute to furthering certain goals, values, and objectives.

              OP is not coercing players to be in their game or to do things their way; they’re saying “this is the game that I run, take it or leave it,” and the players can join if they share the same goals.

              • Randomgal@lemmy.ca
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                4 months ago

                Don’t forget to hydrate. Must be tired after all that mental gymnastics.

                • Zombiepirate@lemmy.world
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                  4 months ago

                  I could tell by your first comment that you didn’t care to know about how others think.

                  Ignorance is a lot easier than educating yourself, so I can see why you’d choose the easy path; I’m just disappointed that you decided to be incurious instead of learning something.

                  But I’m sure your “highschool rebel” understanding of anarchism is truly accurate, thanks for the notes. Or you could explain what mental gymnastics I’m performing? This is all basic anarchist theory that you can confirm with a five minute read of a wikipedia article summary.

            • A_Union_of_Kobolds@lemmy.world
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              4 months ago

              Lol you have zero ground to tell me my own table isn’t anarchist. I’ve been doing this for a long time. Go on out of here. I gave you enough of my day.

              Go read the Bread Book I linked you instead of wasting our time.

      • A_Union_of_Kobolds@lemmy.world
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        4 months ago

        I’ve got a second tho so I’ll try:

        1. it means “no rulers”, from Greek. Not no rules. You can’t have more than 2 people without some rules, we just want to all be able to agree with them. Anarchists by and large are opposed to hierarchy, that’s the focus. We tend to like direct democracy and communal organizational structures.

        The stories I tell don’t have to be purely anarchist in structure. If im DMing, and we all agreed to the God Curse if you screw over your party, and then one player does - who’s responsible? The one with full knowledge of the consequences who then did the thing anyway, right?

        Look: as a political philosophy, anarchism exists in the real world. There are people who’ve done it very successfully. But that’s not why I call myself an anarchist. I do so because when I discovered anarchism, I found other people who thought the way I did. I’m an anarchist because my soul is anarchist and always has been. I also think its what we need to do if we’re going to survive climate change, but fuck me for trying to convince anyone of that, so I keep to myself.

  • Voroxpete@sh.itjust.works
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    4 months ago

    My rule on this is very simple; if your character isn’t a part of the group, they’re not part of the story. That goes for lone wolves, people who betray the party, “evil” characters who work against the party’s interests, etc. You make the choices you want to make, you do what seems right for your character, but the moment that means you’re not a part of the group, you either figure out a good story for how we’re going to fix that, or you hand me your character sheet. It’s really that easy.

    “But thats just what my character would do!”

    OK, let’s unpack that. If that’s truly, genuinely the case, if there’s no way your character could no work against the group or leave them at this point, then this is how your characters story ends. If that comes twenty sessions into a game, well, waking away rather than betray your morals is a pretty good story if you ask me. If it comes two sessions in then we need to figure out why you’re not on the same page as everyone else.

    But more often, the player simply thinks its the only possible way their character can act in this situation because they’re not thinking creatively. People are complicated. Consistency is actually the bane of interesting characters. A good character is inconsistent for interesting reasons. “My character would never trust someone in this situation!” OK, but what if they did? Now we’re left with the question of why, and figuring that out is surely going to be interesting.

    There’s also the other side of this coin, which is the responsibility on the GM’s shoulders. Yes, your players owe it to each other to try to keep the story moving forward, but you also owe it to them to respect the reality their story takes place in. Don’t run a gritty crime game and then expect your players to just automatically trust some NPC that turns up with no bona fides. You actually have to put the work into crafting scenarios where the players can have their characters react naturally and still drive the story. It’s a bad GM who pisses their pants and cries because they created something that looks like an obvious trap (whether it is or not) and their players refused to walk into it.

    • MagicShel@lemmy.zip
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      4 months ago

      OK, but what if they did? Now we’re left with the question of why, and figuring that out is surely going to be interesting.

      “I <something disruptive >.”

      “You’re about to, when you change your mind. What made you change your mind?”

      It’s a powerful tool. It can be overused, but it’s good for bringing people into the right frame of mind.

      Maybe something happens that’s more urgent than the trust issue. Maybe they see a tattoo on another character that has meaning for you. Maybe they just realize it could be useful to be in the party for now. Whatever it is, they are solidifying the team while also taking more authorship of the story.

      • Voroxpete@sh.itjust.works
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        4 months ago

        I don’t like prescribing a characters actions to that degree, but I would certainly work with the player to try to help them come up with an alternate path.

        If a player ultimately chooses to commit to a path that puts them at odds with the party, I’ll respect that, but I’ll make it clear to them that this is where that character’s story ends.

  • samus12345@sh.itjust.works
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    4 months ago

    If the person playing is hellbent on being a lone wolf, they shouldn’t have entered the game. Roleplaying a character who has trust issues but is willing to give the party a chance to convince them they’re trustworthy is very reasonable, though - realistic, even.

  • chiliedogg@lemmy.world
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    4 months ago

    Fun fact:

    The Expanse books (and eventual TV show) were started as a unique role-playing campaign where the person running it (Ty Franks) would write a prompt, the players would explain their character’s reactions. He’d then write a story section incorporating that and the players would say how they reacted and so on.

    There was a core group of characters who were the “survivors” early on, but one of the players had to drop out early-ish, so in the next bit of story that character died.

    That was carried into the books and TV show, which is why after the core group of characters is established, there’s a sudden, shocking death.

  • jjjalljs@ttrpg.network
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    4 months ago

    Lots of other good points already made, but I’ll add my own two cents.

    When I run a game, I always require players to make characters together. No “go off and make a character in isolation”. That’s just a recipe for disaster. You can have some ideas already in mind, but nothing is canon until the whole group agrees.

    Second, everyone needs to have buy-in to whatever the hook is. If the scenario is “you’re starting a courier business at the edge of civilization”, there are lots of good options. Guy on the run from the law. Lady studying local wild life. Intelligent, local, wildlife. Don’t play “guy who doesn’t want to be here and is a total killjoy”

    Third, it’s better when characters have connections to each other. You can play the “we just met and we’re forming a relationship!” arc, but like “what if we play ourselves in a fantasy world??” it has been done.

    Honestly, everyone should read Fate’s “Phase Trio” https://fate-srd.com/fate-core/phase-trio and the rest of character creation.

  • Endymion_Mallorn@kbin.melroy.org
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    4 months ago

    There’s a few ways I have approached this as a GM. I’ll go from least to most effective (and, I feel, mature).

    The first is to put a shared enemy in front of the party, so that even if the characters do split up, they’re working towards the same goal. The character who has “no reason” to trust the party also has reason to recognize the effectiveness of sticking with allies in a world full of enemies. If the player wants them to go off on their own, fine, but as GM, the game stays with the party - oh, and have the player who left roll on a random injury table because they were outnumbered.

    Second is to invoke the “Wolverine Approach”. Wolverine in Marvel Comics always goes on and on about not being a team player, being a bad person, being a loner, etc. - and he certainly has had his fair share of solo adventures. At the same time, there was at least one month where nearly every major Marvel title had Wolverine in it - Avengers, West Coast Avengers, X-Men, the Defenders, Spider-Man, Marvel Team-Up, Alpha Flight, etc… And because it was in the era where She-Hulk was part of the F4, he had a cameo there because of the WCA. Wolverine might claim to not be a team player, and he might be a pain in the rear end, but he’s always there if there’s a villain to be thwarted or a fight to be had. You have a right to have your character complain. Just stick in or near the party. I don’t care if you sleep in a different hotel or a separate camp. Be there in the important scenes.

    Third, “Take it or leave it”. I’m not ashamed of myself for this one - I have told people, this is the game we’re playing. if you want to play this game, I want to have you. If you don’t want to play what we’re playing under the terms we’re all in agreement on, there’s the door, don’t let it hit you on the way out. It’s effective, but I don’t think it’s the most mature method in my arsenal because of the all-or-nothing nature.

    Fourth is an open and frank discussion. Explain that the concept of the game is cooperative. Make sure you get buyin from everyone, not just the loner. Express the expectation I have of both players and characters for the game in play. Paranoia, for instance, has a very different set of expectations and goals than Shadowrun or Spirit of the Century / Dresden / Fate. I have GMed for a loner character in a Fate game who never showed up with the other players, but because the system is so narratively driven, they were helpful by setting up Aspects with free tags because the character could realistically be “doing his own thing” and still contribute. So I’ve learned to be open and clear with my goals and intentions. I don’t care if your character is going to be a pain - I care whether or not you as a player will contribute positively to everyone’s experience in a fair way.

    The more we are clear about goals and intentions, and the more we can apply nuance and understanding to the situation, the better our games will be.

  • JackbyDev@programming.dev
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    4 months ago

    THANK. YOU.

    Players who do this ARE BAD PLAYERS. I don’t care what it takes, you WILL find a reason to cooperate. Call it metagaming if you have to. This is a team game, you will work as a team.

    Players are expected to make characters that will, for whatever reason, will work together and, for whatever reason, will take plot hooks. Without those two things the game doesn’t happen.

    • stephen01king@lemmy.zip
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      4 months ago

      What if they leave the party and create a new character to join the party that fits in better? Is that good or bad?

      • JackbyDev@programming.dev
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        4 months ago

        I mean, it’s good, but it feels like an over reaction. They don’t need to make an entirely new character, they just need to think of a reason they’d cooperate. It can be a contrived reason, that’s fine, but they need to work together. Some examples,

        1. Highly shy character “warms up” to at least one other character and sort of talks to the group “through” that character, but you can still (as a player) face the whole table to talk as a group.
        2. Character who is extremely distrusting has met a character before (just tweak backstory) or finds at least one other character implicitly trust worthy. Maybe the Rogue who has been backstabbed too many times trusts the Paladin because they know they’re too honest to lie.

        Edit: It can also be like “my god told me” or “I just know y’all are a good bunch” lol. Doesn’t need to be elaborate.

  • Zeusz@lemmy.world
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    4 months ago

    If your character has no reason to stay either the plothook was insufficient or you made a bad character. Both should be adressed ooc.

    • positiveWHAT@lemmy.world
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      4 months ago

      Create a new character that does have a reason to stick around. *Session 0 should be the creation of the story of how the group met, they should not meet in session 1.

      • Zagorath@aussie.zone
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        4 months ago

        they should not meet in session 1.

        Strongly disagree. Nothing wrong with doing that, but nothing wrong with having them meet in session 1 too, as long as you have built characters who will be willing to go along with the GM’s hooks.

        And even that part is flexible, depending on the nature of the hook. If the hook is “you see an ad look for rat exterminators”, then you better have a character who wants to be an adventurer and will cooperate with other would-be adventurers. If the hook is “you’re prisoners being ordered to go explore this dungeon by order of the vizier”, there’s room for slightly less cooperative PCs, as long as you PC is cooperative enough to go along with that order, even if (at first) reluctantly.

        • zero_spelled_with_an_ecks@programming.dev
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          4 months ago

          Meeting people with the inclination and schedule that I enjoy the company of to make a party with is the worst part of d&d. Please don’t make me role play it, too.

        • Voroxpete@sh.itjust.works
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          4 months ago

          Yeah, I’m gonna back you up on that one. Sometimes assembling the group in session 0 is what’s right for the story, and sometimes it really, really isn’t. Think about how many movies literally have “Assembling the team” as almost their entire plot. The Avengers hangs two hours of non-stop action on “We need to put a party together.” Every heist movie is basically required to have an “I’m putting a team together…” sequence.

          Session 0 is where you lay out the expectations of the game, and your players think about either how their characters have already interacted, or how they will interact when they eventually meet. You give people an idea of what they’re getting into, you pitch the tone and the style of the game, and you help people shape characters around that.

          As an example a friend of mine always pitches his games by describing who they would be directed by. I remember vividly his “Lock, Stock and Two Smoking Halflings” game, a Warhammer Fantasy Roleplay If It Was Directed By Guy Ritchie experience. Just setting that sense of tone up front meant that we all knew to make characters who would fit the vibe. I played “Blackhand Seth, The Scummiest Elf You’ve Ever Met,” one part Brad Pitt Pikey, one part Jack Sparrow, and I had a blast.

          In my most recent campaign I’m running a Shadowrun game where the group would be assembled in session 1 by a down on his luck fixer. My pitch to the players was simple; make fuck-ups. I wanted characters who were at the end of their rope, lacking in options, either so green no one would trust them or so tainted by past failures that no one wanted them. The kind of people who would take a job from a fixer who had burned every other bridge. They rose to the assignment beautifully, and by four sessions in the group has already formed some absolutely fascinating relationship dynamics. A lot of that has been shaped by their first experiences together, figuring out how to work as a team, sometimes distrusting each other, and slowly discovering reasons to care about each other.

          • Zagorath@aussie.zone
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            4 months ago

            Sometimes assembling the group in session 0 is what’s right for the story, and sometimes it really, really isn’t. Think about how many movies literally have “Assembling the team” as almost their entire plot. The Avengers hangs two hours of non-stop action on “We need to put a party together.”

            Oh, that reminds me of a 4th way campaigns can start (in addition to the 3 I said in a different reply) that I’ve been in before and quite enjoyed—though wouldn’t want to be overused. The MCU method. Where each player individually gets a 1 session (maybe 2 at most) solo session introducing them and getting them to the right place to start the campaign.

            • Voroxpete@sh.itjust.works
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              4 months ago

              Doesn’t have to be a solo session. If you have the right group for it (big IF there) you can jump back and forth between the individual characters, essentially running four solo sessions in parallel. This relies heavily on your players being the kind of people who are invested in the action even when their character isn’t present, but it can be done.

              That said, I think for the most part the “Solo movie” should really be a character’s backstory. This is why I don’t like D&D, or at least the D&D presumption of starting at level 1. It leaves no room for characters to have an interesting history if they’re basically at the level where the average house-cat is a threat. If I run D&D, I start people off at somewhere around level 5 - 10. Give them enough ability that they can actually have done some interesting things already. Get the solo movie out of the way before the game even starts.

      • snooggums@lemmy.world
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        4 months ago

        The DM came up with the plot hook and the players agreed to play, so the players need to put some effort into finding a reason to go along with the plot hook.

        Suggestions on making the hook more engaging is an option too!

        • Kickforce@lemmy.wtf
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          4 months ago

          It goes for the players among each other too. It’s not just the one character in OP that dislikes or distrusts the party. It’s up to the rest of the party to also accomodate them. If you have a moral character in the group you might refrain from murdering, raping and pillaging for shits and giggles.

          As they say “the only way to have a friend is to be one”.

  • PunnySN@piefed.social
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    4 months ago

    Gotta build those connections and relationships into the party during session zero. I like to model mine after the game fiasco where players are linked by relationships, locations, objects or needs. For DnD I think the dragon slayer classic playset works best, you can find it under the downloads section

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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    4 months ago

    That’s why it’s pretty common in Shadowrun to just have everyone be kidnapped and fitted with a bomb in their skull.

    If their character doesn’t want to cooperate, you activate the player’s brain bomb.

    • Ada@piefed.blahaj.zone
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      4 months ago

      That’s not common in Shadowrun… 30+ years playing and running that game, and I’ve never encountered it!

      • RebekahWSD@lemmy.world
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        4 months ago

        I’ve seen it once…it was used against a single player because he refused to play anything but loners who backstabbed immediately and it was mostly used to piss him off enough he quit the group.

        He should have just been kicked out, sure. I think the dm just hated doing that which was cowardly. Buuut he was gone and that game was much more enjoyable!

    • TotallyNotSpez@startrek.website
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      4 months ago

      You mean the player character’s bomb, right?

      Also, Cortex bombs are lame and lazy plot- & storywriting.

      • GM with 20 years experience
      • sirblastalot@ttrpg.network
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        4 months ago

        Mac and cheese for dinner is lame and lazy too, but also fucking delicious. TTRPGS are something your friends put together for you out of love, not necessarily some clinically perfect professional product. And to extend the metaphor, if you go to a dinner party and start bitching about your friend not plating the food like a Michelin star place, you’re an asshole.

        • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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          4 months ago

          I agree with both. It is lazy, yes. But it is also meant to be fun, and Shadowrun is a particularly goofy game (cyberpunk, with fantasy creatures, ghosts, gods, and magic? How can you take it seriously?) so being a super solid story isn’t extremely important. It’s also literally the first suggestion in the rulebook for getting players to cooperate. 🤣

  • agamemnonymous@sh.itjust.works
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    4 months ago

    I actually made this work in a recent cheesy short campaign. My character was an intelligent monkey, although he was still an animal and couldn’t speak. After meeting the party, he decided to go do his own thing, which just so happened to be the same thing as the rest of the party.

    It worked out really well. The rest of the party could navigate social challenges without having to explain the monkey, I could sneak around and grab MacGuffins without having to accommodate huge humans who were terrible at climbing.

    I doubt it works well for longer or more serious games, but it matched the hectic nature of the campaign and led to some hilarious moments.

  • Ada@piefed.blahaj.zone
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    4 months ago

    I learned as a GM to set expectations.

    “I don’t want to have to fight and force you in to making this game work, because even though I’m GMing, I’d like to enjoy myself too. You need to create a character that will want to stick around with the rest of the group. You don’t have to all get on, or have deep attachments, you just need a character that I won’t have to railroad”

    • Skua@kbin.earth
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      4 months ago

      I have found it productive to make part of the character creation prompt a motivation for the main plot. Like tell me your class and backstory and all that, and then also tell me why you want to be on this adventure

    • bluelander@lemmy.ml
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      4 months ago

      This is a good take. I remind players all the time that even though I’m GMing I’m a player too. I’m just playing a slightly different game. I’m here to have fun and enjoy myself, not babysit.

    • Miles O'Brien@startrek.website
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      4 months ago

      I absolutely used to be that “my character is a quiet rogue-ish type that definitely wasn’t modeled after Aragorn when he was introduced at the Prancing Pony mixed with Robin hood” who always “had to be convinced” to join, and nobody ever called me out for it. I honestly wish they had because that’s annoying as fuck and you miss out on playing an actually fully developed character.

      Nowadays I tend to be less tactful that you are, but essentially tell people the same thing, or literally beat their characters over the head with ambushes.

    • A_Union_of_Kobolds@lemmy.world
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      4 months ago

      100% this. Have a conversation about expectations before you begin. DnD is a little bit game, a little bit therapy. The DM isn’t your Unity Engine. Make sure everyone is on board for the same experience and you’ll be fine.

  • bluelander@lemmy.ml
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    4 months ago

    My fix has always been: that’s fine! They go off on their own adventures. Now please roll a character that’s going to play the game we’re running here tonight.

    • A_Union_of_Kobolds@lemmy.world
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      4 months ago

      I just don’t DM for people like that anymore.

      Oh god I might when my kids and their friends are older though. This is why you gotta raise em right.

      • bluelander@lemmy.ml
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        4 months ago

        I GM public games and games at conventions, so sometimes it still crops up. People don’t always make it readily apparent ahead of game time that they’re going to pull shenanigans like this.

          • bluelander@lemmy.ml
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            4 months ago

            For my personal games I am as well.

            “Make friends with gamers, don’t make gamers out of friends” is an old tabletop adage that took me a long time to really learn.

            For public stuff the best that can usually be mustered are safety tools and clear guidelines. But (rarely, thankfully) some people are just there to sabotage.

      • Miles O'Brien@startrek.website
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        4 months ago

        I started running games for my wife and her niblings, and the oldest boy is getting into that “I’m such a rebel” phase where they think they’re bad ass for taking slightly longer to do a chore than needed and say “no” the first time you ask them to do something.

        He thought it was hilarious to have a character that refused to join the rest of the group, so I said “okay, you can stay at the inn if you want” and then proceeded to intentionally ignore anything he was saying or doing, leaving him out of rolls, and never addressing him.

        He’s 12 and started literally crying to his mother about how we’re all being mean to him. Apparently “he had the opportunity to participate and chose not to” wasn’t a good enough response to his mother. I stand by my choice. Although my wife managed to convince me to let him “rejoin” at the next town/session.

        He doesn’t pull that shit anymore though, when he’s playing he’s playing or he gets shut out again.

        Genuine question to anyone reading: does that make me a bad DM? If so, suggestions on how to handle it?

        • sirblastalot@ttrpg.network
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          4 months ago

          I think that was the right action, but you could have explained better. Instead of just “Ok, you stay at the tavern” something like “Ok, you can stay at the tavern if you really want to, but you do understand that will mean you’re sitting here bored all afternoon while the rest of us play, right?”

          • Miles O'Brien@startrek.website
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            4 months ago

            I told him multiple times that if he was going to try and do his own thing, he won’t be participating with the group, and the group is the entire focus of the game.

            I suppose I could have made it more explicit that he could join the group or he could leave the game.

            I should add that that was many games ago, and he has since begun participating, although he often tries to go his own way and threatens to leave the group constantly, but so far he hasn’t actually tried leaving the group unless it was agreed upon for strategy reasons. (they split up inside a crypt in the most horror movie fashion possible)

        • A_Union_of_Kobolds@lemmy.world
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          4 months ago

          Tell him "look, this game isn’t about being a Total Badass By Yourself. It’s about working with your team and overcoming challenges you couldn’t otherwise. If you wanna be a Total Badass By Yourself, there are games you can play. But if you wanna play this, you’re gonna have to work with me here. Because my time and effort is valuable, and I want to have fun just like you do.

          • Miles O'Brien@startrek.website
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            4 months ago

            I really need to do some kind of team building exercise before a game, something that they’ll want to do, but requires teamwork, just to demonstrate the point that they need to work together.

            When my first character did the whole “I’m gonna be all by myself because I’m a lone wolf” thing, the DM let me go off and the totally unexpected happened and my character got into a scuffle he wasn’t prepared for, but a group sure would have been.

            • A_Union_of_Kobolds@lemmy.world
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              4 months ago

              Yes you do.

              The easy way out is “abuse action economy”. There are better uses for it, though, and better options here.

              The other easy way out is to let people roll to see if something happens. Never, ever allow stalled play to resort to this. They have to search and talk.

              • Miles O'Brien@startrek.website
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                4 months ago

                let people roll to see if something happens

                Oh god so many DMs in the past have done this, and I just roll my eyes every time.

                Like I’m okay if you want to roll your own dice behind the screen to see if we get attacked overnight, but that should be the only kind of “roll to see what happens” going on.

                • A_Union_of_Kobolds@lemmy.world
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                  4 months ago

                  Absolutely. The GMs got tables to help them determine what’s going on - you’ve got one person. Engage with the setting, not a piece of paper.

                  And yes, DMs, sometimes that means adjusting your plans on the fly to make what they do have fun consequences. That’s our job.

        • Ech@lemm.ee
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          4 months ago

          The fact your seeking feedback suggests no, but it was certainly a bad move, both as a DM and as an uncle. Punishing anyone, though especially children, without explaining why is mean. You have a responsibility to clearly communicate problems with others as an authority figure at the table and in their life. I don’t necessarily think the punishment was unreasonable, but if it’s not explained to them, it just comes across as arbitrary and vindictive.

          Imo, the best way to handle issues like that is to set the rules and consequences, making them clear to everyone, and to be consistent in their application. Letting people off or being vindictive will just exacerbate things.

          • Miles O'Brien@startrek.website
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            4 months ago

            I told him the game focuses on the group and if he’s not part of the group then he won’t be playing, and since that first game he has participated, with few issues popping up.

            I probably could have been clearer before we even got to the table that if you aren’t playing with the group then you aren’t playing, rather than just expect them to stick with a group on their first game.

      • themeatbridge@lemmy.world
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        4 months ago

        I recently tried to DM for my son and his friends. One of his friends insisted he wanted to be a DM. I tried to gently encourage him to allow me to DM for them, and he would have much more fun as a player. Nope, he insisted, and like a good DM, I let him discover for himself why he was wrong. It was fun to be a player character, and they all learned a lot about running a game, so wins all around.

  • ideonek@piefed.social
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    4 months ago

    Compleatly understandable. Roll three d20… unfortunelty, your character died from sevear case of buzz kill. Go ahead an roll out n new one that is exactly like this one but more trusty toward people exactly like those in the party.