Showing posts with label DM Dilemma. Show all posts
Showing posts with label DM Dilemma. Show all posts

Friday, May 6, 2011

DM Dilemma - It's OK to say "No" - No, really. Say No!

What is it about Fridays and this subject - last week's DM Dilemma and now again this week.

I just read the latest post on Roleplaying Tips titled "A Con, A Cave, a Troll" by Simon Woodside. I have to admit, I had to walk away from the computer, come back, walk away again, come back.. well, you get the idea. If you wanted proof and a great example of the myth/perception that the DM should be the (unpaid) entertainer/walking-talking monkey, this post is it.

This is not to pick on Simon - I don't know Simon, I've never seen another post by him, as far as I know - it looks like he's a guest poster. What I am picking on are concepts like these:
As the GM you are expected to be a storyteller for your players ...

... make your gaming material fit what the players want to do ...

In this specific example, the GM might scrap their previous plan to dive into a gritty underdark campaign and instead develop into an above-ground, interaction-with-the-locals theme. I’m just making that proposal based on what the PCs in the example seem to want. They seem to have expressed a preference, maybe, for building-oriented adventures over dungeon adventures. Don’t assume it, ask them. Use their feedback for your future designs.

The players ultimately get a campaign more closely tailored to what they want.
Now, in Simon's defense, he also writes:
But fundamentally he was right. He had prepared a troll cave. Why should he suddenly have to wing it just because his players didn’t want to play what he prepared?
 I'm still trying to figure out how this perception, this myth that the DM needs to be the performing chimp came about. Is it just a sign of the times, this sense of entitlement and the sense that the DMs should have to do that, just because they're DMs?

I don't get it.

I know there's a balance and if I was running a game that totally sucked, nobody liked, then I would expect players to not play. But if the players got up and left because I ran a goddamn troll cave, well, great, you go back to town and we'll shut down for the evening. See you next game session. If I had players demanding things, with the expectations that they should get it just because they grace my table after I've put time/effort/thought/money into putting together a campaign world... I'd be hard pressed to ever want to put the energy into running a game.

I would like to beat a dead horse a bit and say that is why I like sandboxes - the players aren't constrained to a plot that they don't suddenly like. And perhaps that's why I don't run into these problems of the players requesting a "new plot" because they don't like the old one... in a sandbox, they can up and go do something else on their whim, which is expected and encouraged.

Go back to the wargaming roots of our hobby. When someone puts together a battle of Romans v. Gauls, the participants don't suddenly say in the middle of the game "Hey you know what, I really want to play Aztec warriors, so let's just cross the ocean..." the stated campaign was what it was and people played it and then decided what to do next. Now, if the DM doesn't supply players with what's on the WotC approved magic item list, they're a horrible DM. If they don't provide checklists and questionnaires and adjust their campaign to fit 4 to 8 different 10 page backgrounds, they're a shitty DM.

Well, guess I'm a shitty DM. Go figure. I just have no interest in being that type of performing chimp.

This isn't to say I don't participate in a mutually enjoyable game. We try stuff that works or we get rid of it. I run a game that I've found to be enjoyable. I've found a good rhythm with the game I like to run and the game people like to play. At the same time, I don't feel this slavish responsibility to do exactly what my players want, when they want, how they want. I evaluate requests on what's good for the campaign as a whole, not on whether I should always say "Yes". There's a difference between saying "yes" when it makes sense and saying "yes" because I'm expected to be the performing chimp.

If I were writing that article that Simon wrote, it would be less about what I'm supposed to do because the players demand it and more about how to be up front with what the campaign/adventure/story/mission is about and being flexible within a sandbox context to allow the players to shift their goals. I don't need to put the same troll cave in the players' path because I'm locked into the troll cave.

This post feels funky, only because I don't think I'm doing a good job of expressing my puzzlement at this supposed DM responsibility and what goes on at my table. I have players coming back, so apparently I'm not the sadistic, fuck-em-all, screw-the-players DM, yet I don't resonate with anything that Simon wrote.

Friday, April 29, 2011

DM Dilemma - It's OK to say "No"

I've gotten some very nice email inquiries and comments about the sandbox posts and I'm very appreciative of that, thank you. One of the common themes of the inquiries seems to be regarding my boundary of "no in-town adventures" so I thought I'd talk about that for a minute, because boundaries/edges and player expectations are a dilemma that I read about DM's having.

That "no in-town adventures" boundary came about as a result of adopting Ben Robbin's "West Marches" campaign style. I bought it whole-cloth, including the "You must begin/end in civilization" and "No in-town adventures - civilization is boring - wilderness is exciting!" themes. I'm extremely up front about that in my player handouts and game introductions. 

No capes! And no in-town adventures, dah'ling! Too ordinary!
Someone asked me "why" the restriction and it's a fair/good question. The best answer I can come up with is that I find them incredibly boring.

"But Michael!" you may gasp (and I've been asked in same emails). "What if the players want it!? What if they DEMAND it?!"

Simple. I would say "No."

Well, why I would do something that I have absolutely no interest in? Why would I waste their time and mine? Why is there the expectation that the DM is someone who simply supplies entertainment on demand (I really wanted to put "is supposed to be a whore?" here, but figured that would distract some. Wait, I did it. Oops...) to the players who are within their rights to expect whatever they want.

Crazy, right? I see this all over the place though - DMs who think that they have to do XYZ, or that the player's fun should come at the expense of the DM's fun. Bullshit.

Now I am clear and up front about what I will and won't do. I don't bait and switch and even if a long-running player got pissed and threatened to leave unless I provide an in-town adventure.. well... sorry man, thought it would work out, hope you find a game you can enjoy. That's not to say that I don't appreciate player input, that we don't discuss rules, that I ignore player requests or feelings. At the same time, I've got my own ya-yas. I've got what works for me and I know what doesn't work and trust me, an intrigue-filled, plot-rich mystery of Lord So-in-so who may be a vampire in the Enonian Keep zzzzzzZZZZzzzzz... huh? Wha'? Let me know what's beyond the woods over to the east in the wilderness. I may spend 10 days hex wandering, but by god I'm filling in my map and making plans for my keep to go there, my village to go there and I'll move those goblins right the fuck out! See? I'm cursing and getting all excited about the prospect. (Now you know why I needed 29,000odd hexes...)

Look, this isn't a post about why in-town scenarios suck. It's a post that says you as the DM have every right to run, to enjoy, to demand a game that you like as much as you try to provide a game that other people like. I know that in Chicago, I am extremely lucky to have a big population and lots of opportunties. I have a pool of players that enjoy the kind of game I run, that enjoy the way I do things. Not everyone has that... but in consideration, if I were in a player-poor environment, I still would not run in-town scenarios. Why would I play basketball if I suck at it and don't like it? Answer, I wouldn't. I'm not a masochist, emotional or otherwise. I'm not doing this to be of service to everyone else. I'm doing this to share what I do enjoy, to be with like-minded people and to have awesome games doing it.

So it's OK to say "no". It's OK to tell the players "you can't" and it's OK to set limits, boundaries and edges. Just be up front, be clear and be consistent. Be prepared to wow them with what you CAN do, with what you WANT to do and let the love of THAT shine through and you won't get asked for the things you don't want to do. 

Monday, March 14, 2011

DM Dilemma: Charm Person

I thought that it might be useful to group some posts together under the heading of "DM Dilemma." We all run into things that cause us to scratch our heads, make rapid rulings on the fly, then we go back later and dig through the manuals and forum posts for some sort of inspiration on either solidifying a houserule or realizing we had it wrong in the first place. Dilemma might be a strong word, but it's a catchy title, so I'll go with it. I often find myself busy Monday morning looking up things that have puzzled me from the game from the weekend. I hope these posts are useful to some of you.

It's been my experience that players are pretty forgiving of a DM when the DM says "I'm ruling this way now, but I'm going to solidify my understanding to make it right for my campaign in the future." It's part and parcel to improving our skills as DMs, thus challenging our players to improve on their skills as players.

So... that said, I'll post my first "dilemma" which is more of a challenge...

So imagine this. You're a blood-thirsty orc leader. You are on a religious crusade to rid the earth of humans. You just sent your warriors to encircle a party of humans and you've watched this damn human spell-caster deal serious damage to them. In a bloodlust, you and your bodyguards charge the spell-caster, to remove the immediate threat. To your rear, a druid casts charm person on you. He then attempts to persuade you to stop your charge. (Imagine a bearded druid running after a charging orc yelling "Wait! Stop! That spellcaster means you no harm!")

As a DM, how do you rule how the charm has affected the orc?


Charm Person (druid) - AD&D Players Handbook
"The creature then will regard the druid who cast the spell as a trusted friend and ally to be heeded and protected. The spell does not enable the druid to control the charmed creature as if it were an automaton, but any word or action of the druid will be viewed in its most favorable way." 
(NOTE: the magic-user spell description refers to the druid version for effects)


I'll tell you what I did. The orc leader assessed that his new friend, although human, was no immediate threat to him or his orc troops.  He did not order his bodyguards to attack the druid. He assessed his new friend's entreaty to not attack the magic-user. While trusting that his new friend had the best intentions, the orc concluded the mage's continuing aggressive actions were the biggest threat to the orc's survival, as were the other humans attacking him and his friends. To not protect himself and his brothers would be suicide. So the orc leader attacked the mage and damn near killed him.

I think my players were a little surprised at the way I ruled on charm person and I've chewed on it all week and come to the conclusion that my initial ruling was the right one for my campaign/table. Charm Person is an amazingly powerful spell, but it's usefulness in the middle of combat, in the middle of a charge, is dubious. A charmed being doesn't go instantly stupid, nor does he somehow completely change his way of thinking in an obedient automaton. Rather, he has a changed data point to deal with - a powerful one, but only one.

In combat, with life and death on the line, charm person will have mixed results. In the middle of a charge, probably not nearly as much as at a moment of indecision, or if the target of the spell comes into a one-on-one with the charming spell caster. If this were a non-combat situation, the charm might have led to an extremely favorable result, depending on how the magic-user or druid steered the discussion.

Now, had the party ceased their attacks, this might have turned out different with regards to the charm. Weighing the threat versus the words of the druid would have led the orc leader to different conclusions and he would have found the datum of "the most favorable way to view the druid's words" to be more powerful than immediate survival.

It's an interesting spell and ruling to chew on.

Next week will be mounted combat, as I ran into this issue yesterday (3/13/2011) and it's going to take me a few days to chew on.

If there are any DM Dilemmas that you'd like to cover, please feel free to suggest or post your own and I'll link to it.