Grr@PC's, end of Chapter 1


Shackled City Adventure Path


Hi all,

My players have finally finished chapter 1 after defeating Kazmojen, Prickles and 8 hobgoblins. Problem is, DM'ing is rapidly losing its appeal for me in the face of players being really annoying. I feel like I don't have enough control as the DM because they're so bound up in rules such as "you can't do that" "this rule says you get a -4 penalty if you try and do blah" etc. etc. This is especially irritating because we play using FantasyGrounds and having them argue about what can and can't be done and what penalties/bonuses apply really bogs down combat. The last two session have pretty much been go through a couple of rooms, do one combat and then it's time to go to bed.
I'm also getting a bit peeved because I have the elves Fario and Fellian helping the party out (there are only four actual PC's) and the party is always saying how much they hate the elves blah blah, despite the fact that they would have been dead several times over if it hadn't been for the extra help. Do you think I should just make it so the elves have enough of their abuse and leave these guys to their own devices (hopefully deaths)?
Lastly, I have one PC who is all about having the "best" character with the "best" prestige class. Am I just weird, or would anyone else find it annoying if they just finished chapter 1 and a player says they want to create another character. It's not like the current one is totally gimp or anything.
Sigh.

Anyway, sorry about that big whinge. The real point is...do any of you other DM's out there have any ideas on making the party a bit more...cooperative I guess is the word. And also getting them to just stick to the characters they have, even if they aren't uber l33t and kill everything in one hit. I want the game to be fun damnit, and that means fun for me as well...which it isn't if I have to spend every minute looking up some obscure rule. Also not fun for the players who are not so obsessed with rules but have to sit around whilst the others argue about it.

BTW, the character that wants to start over pretty much killed Kaz with one critical, I was sad :(


With respect to the rules arguments, tell your players that the constant rules arguing is annoying, and therefore you'd like to institute a new rule: they must hold all rules argument until after the encounter - then they can mention the rule, but even if they are right about the rule, whatever happened still happened, though you will make a mental note to use the correct rule next time (unless you want to institute a house rule to override the standard rule). Explain to them it's more important that the encounter be fun for everyone (inclding you as DM) than that every little rule be followed to the letter. Discuss this with them and see if you can get them to agree to this concept.

As for the player that wants to change his character, find out if this is because he is unhappy with his current character, or just power gaming to find an even more powerful race/class combo. If it's the latter, just limit everyone to the core rules races and classes, with no prestige classes. Those are pretty balanced and still allow a lot of variety. If he wants to change character because he really is not enjoying the one he has, though, I'd allow him to change as long as what he is changing to is still balanced in your view. If you force him to play a character he is bored with, the game is not likely to be fun for him.


As for the NPC elves that your players find annoying, I'd say have them leave. Having NPCs along can take away from the fun for the players, as it takes the spot light away from the player characters. You can always bring them have them secretly follow the characters and if the PCs get into a really big jam and are about to get wiped out, you can decide to have the elves show up and help. But at most do this one time. Even one time may be too often. It's better to let the player characters succeed or fail on their own. If you don't think they have enough player characters, maybe let them be one level higher so they can take on the challenges without help from NPCs.

Liberty's Edge

Dude, I always start whatever game by admitting my lack of omniscience as dungeonmaster. That being said, whatever I say goes, and if anyone feels cheated I give out magic items to make everything right depending on circumstances. Karma, man. Karma.
You can't be everything to everyone all of the time, but you just gotta live for those moments where everyone just has to admit you are the bomb.


Thanks for the advice guys :)
I am currently doing some research using www.d20srd.org to find the most common problem rules so hopefully I can make some more informed decisions using those rules that I have on hand. I think I just need to rule a line about how complicated this game is going to be really, just need to do it in such a way that it doesn't seem to be railroading the combat in favour of any particular outcome.

The player is trying to get a new character so he can power play :P Currently he is a whisper gnome rogue 2/shadow mage 1. Originally he had a fairly ok back story for the whisper gnome rogue thing, but then he tacked on the level of shadow mage so that he has access to some other prestige class or whatever...and of course, no story to cover how he suddenly became a shadow mage :P I'm pretty opposed to having to make up people's back stories for them. I guess I don't mind if they are unhappy with the character, as long as the new one actually has some kind of story I can work with. I also don't see what's so bad about the core classes and races?

The Elves already came to the PC's rescue once, so I figure they've used up their 'opportune rescue' voucher from the Elves at this stage, so if they want help they will have to ask for it (and that will just kill them :P )

Ah well, hopefully with a little more knowledge on my part, and a little more compromise on the part of the player's we can make the game more enjoyable for everyone. I actually had a lot of fun doing the bits inbetween the combat.

The funniest thing was when the barbarian character charged the hobgoblins at the end of the hallway and got caught in the pit trap, miraculously avoiding all the spikes. He eventually climbed out, only to have the last remaining hobgoblin pull the lever on the second trap :P Technically, he probably could have been charging so fast that the hobs wouldn't have time to pull the lever (though I did have them ready actions to do so...toss up really), but it was more fun my way :P


I've run into this a time or two myself. I just got back into D&D a couple of years ago, my attempt to get my son out of his Yu-Gi-Oh, spend-more-money-to-win phase and into the realm of imagination and companionship. Being the "wisest" of the bunch, and the one who owns most of the books, I get to be DM all the time. I tell them that I will not argue about rules. I WILL make every encounter a chance for them to shine, learn how to "role"play, and earn some cool swag. Instead of waiting for them to argue, I ask questions. "Can you get your sneak attack if you just walk around someone and stab them?" It makes them dig into the books and justify their actions. When we play with the whole group, I am fair, but always right. I am learning while they are learning, so they feel useful and smart as well. It's fun.

I do have one player who likes to tweak and tweak, on and on, and plays some cool characters as a result. I reward his hard work and systematic thinking by killing him quickly ;-) No, really, I try to spread the love around, but give him his moments to shine. He has become a quality player, and I'm proud of him. He's my son, after all.

Don't get frustrated. Give them a heckuva ride, let them crit all they can, and then go home knowing you helped shape some mighty roleplayers.


One thing I'm instituting in my next campaign (this one), is that anything the PC's have that isn't in the PHB needs to have a book and page number on the character sheet so they can find it quickly if they need to. If it's in a book that isn't commonly at the game, I'm requiring them to have a xerox of the pages, and if it's in a book I don't have, I get a copy, too. This was prompted by the player in the last campaign who could never remember what book his prestige class was in...


Yup, I've pretty much finish compiling a document with all the basic things I need to know. It also includes notes on special abilities/bonuses/penalities that apply to the character races and classes that are being played in the campaign. This might help to remind me when to tell players that they should have added/subtracted a certain amount for their roll. Things like trap sense for the barbarian where the +1 to reflex save could make a difference. Not to mention the various bonuses to spot and listen that elves get etc.

However, wondering if anyone has instituted simplified rules for grapple? The list of things you can and can't do and how you do them etc is pretty crazy.

Pretty much anything that isn't on my rule cheat sheet is not in the game :P

Liberty's Edge

Just a few more suggestions.

1) If a character forgets to use an ability they have (declaring dodge, remembering racial bonuses to saving throws, etc), you don't go back. If they fail a save they OUGHT to have passed, hopefully they'll remember next time.

If this is the case, you might consider being nicer with secondary effects that happen outside of combat. For example, once the combat is over, the poison might not work, even if they fail the second save (since they would have passed the first).

2) Allow players to state why they think that is wrong. QUICKLY! Then make a ruling. Tell them that the ruling stands until after the session. They can remind you then, and you'll look up the rules. You should make it plain that you're trying to adjudicate the rules correctly, but fun comes first. You'll try to get it right, and you'll learn for your mistakes, but you're not going to look up every rule for every action in every round of combat. Accept the fact that mistakes will be made, but that you'll do your best to make sure that mistakes on your part won't count against the PCs.

3) Don't be afraid to rule in favor of the PCs on occassion if you're not sure of the rule. If you give them something they can't actually do, just award less XP. Like the time I let someone with Great Cleave take a 5-foot step between cleaves - he killed 12 Rust Monsters in a single round.... They stayed dead. We didn't re-run the combat. It was my mistake but we let it go.

4) If a player wants to make a new character or suicides an existing character, have them come back at 1st level. If a character does die in the game, have them come back at average Party level -1 or -2. Minus 1 is the same as if they had their character raised. -2 is better, since it makes sticking with a raised character better. That prevents equipment optimization that occurs when you start someone as a high level character.

Dark Archive Bella Sara Charter Superscriber

Get one of those water bottles, like you use on cats when they are bad. But fill it with bleach. A couple sprays in the face shuts my players up every time. Sure, a few of them are blind, but the game runs a lot smoother now.


Ha! Now that's funny. Reminds me of something I actually did once. A player at my table wanted to argue about a rule, and wouldn't quit, so I threw the book at him. Literally. A hush settled over the group as all eyes looked down at their dice. I went out and had a smoke, came in and apologized, and we had a meet-Jesus speech about arguing with the DM. I can admit when I'm wrong, and often do, but persistent arguing that encourages the same must be squashed quickly.

The player was my own son, which made it more troublesome for me. We had a chat on the way home, and he still loves me. But he doesn't argue much about rules anymore, especially while in the middle of a game. The whole situation has developed into a bit of a running joke in our group. "DON'T go there! Books HURT!"


I like this thread: it's nice to know that there are other DM's out there with the same problems as me!

Intersting: seems like your complaints seem to mirror alot of mine, Dee, up to and including their hatred of Fario and Fellian. (And more, I have a rogue character who INSISTS on sneaking about, doing his own thing, seperating himself from the group, you get the idea..)

I've tried to explain that A) I don'tknow all the rules by heart, and B) "You many know the rules better than me, but unless one of you wants to step up and DM, I'm making the calls."

That said, I do try to obey the rules as much as possible, but if I deem a rule needs changing, or am just unaware of a paticular shading, we address it afterwards, so the story keeps flowing.)

A bit harsh, I know, but it seems to be working OK: we're midway through "Flood Season" right now, and the game flows more smoothly, and if anyone has any issues, they know they can address me between sessions.


All I have to say to the two people who posted about physical punishment of players is...lol :P

I just got this image of throwing the SCAP at the rogue player...now that book would pack some punch! :D Or maybe I should buy that 'World's Largest Dungeon' book, that would be even better ;)

If anyone here reads 8-bit theatre then the rogue in my group is exactly like Red Mage, maybe with a bit of Black Mage added as well. He could probably defeat a Tarrasque at 5th level just using rules :P Ah well, I will learn to be more assertive and tell him to shut the heck up once in a while, thanks for the encouragement guys :)


Any player that enjoys over-use of the rules is always encouraged by me to read the intro to the DMG.

DM's run the world. While players must play by ground rules, they are only suggestions for a DM.


Well, you raise a few points here dee, and I will give my 2 cents on them.

First up: There seems like a mismatch in expectations between you and your players. In my experince it has never been adventageous to just let it stew.

If you don't like his character - tell him to change it. Confront the people you see as rules lawyers and say "Look guys/gals, this isn't working" Tell him what your problem is, and look for a resolution. If he is being an unreasonable a#%+!#$, call him on it.

Rules:

Rules are a tougher question. There seem to be 3 sub issues here

A) You have Rules Lawyers (And a powergamer! Hurrah!) - and your not one.
B) You don't feel you can just tell them to STFU
C) From subsequent posts, your not that experinced with the fruiter aspects of the game - grapple is actually pretty easy once you get it head around it, but it's *weird* because it has a different mechanic from the rest of the game.

My suggestions are:

A) Well, this is a social problem - there is a brilliant article on "gamer architypes" in the the DMG II which I personally find fascinating. The gist is that there are half a dozen types of players - the power gamer, the butt-kicker, the tactician, the specialist, the method actor, the storyteller, the casual gamer.

The problem is basically that you have 2+? players who are rules powergamer/tactician archetypes and some other players who arn't. You yourself are not one of those archetypes - I'm guessing storyteller.

You need to realign everyones goals - and meet yours!

Not a clue how to do it - I'd suggest talking to the players again.

B) Well, just tell them to shut the hell up, but this is not a long term solution. If the game is getting stuck on rules, learn them. Inside out. Or toss them. The powergamer/tactician types are going to be using the lot. Got arcane casters? It only gets worse, flip to the end of the book and look up the full complexity of a high level caster.

Now, if this isn't going to work for you, ditch the powergamers, or ditch the rules. If you want to play D&D option A is easier

C) Repeating point B again - preparing a reference sheet is good, but you don't actually learn anything. I reckon you need to get to grips with the system a bit better - play out some grapples. Other common "gamestoppers" are Polymorph, Summoning spells (gawd), attacks of oppotunity, and other combat manuerves like tripping and sunder. I'd suggest banning polymorph (Head the rules lawyers off at the pass) and boning up up on the others.

As the DM, your the games facilitator, and ultimately the responability to keep combat moving lies with you.

Third point: DM NPC's.

I've put these in my games before. It never worked. I think I seriously alienated some of my players at one point actually. If the players don't want the help, they obviously don't want to help. A few fatalities will help you sort out your dislike of some people's characters to I'd guess ;)

However, at the end of the day, my main point talk to the dang player.

Ironically, as I went to confirm that those player archetypes are actually in the DMG II I found this http://www.wizards.com/default.asp?x=dnd/ex/20050603a which might help.

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Shackled City Adventure Path / Grr@PC's, end of Chapter 1 All Messageboards

Want to post a reply? Sign in.
Recent threads in Shackled City Adventure Path