| ArchLich |
Dont remember what number we are on so...
??) After I brain storm for hours on end to come up with an entire world full of original locales, npc's, etc, the players make jokes of everything.Player: So, we kill "Duke Ballsack", grab his $h!t, go to "Whore's Mouth", give it to "Queer Bait", and get out of "Whale's A&& Island". That's the plan.
Tho sometimes it does make me laugh. But when I am in mid conversation and they all start laughing and asking where i came up with this stuff, it gets annoying. Maybe I should just use real names and cities?
Real names make you comfortable with fake names.
Examples of real places:
Savage, Maryland
Smallwood, New York
Dido, Texas
Kinkaid, Nevada
Stand Off, Alberta
Nimrod, Montana
Nooaitch, British Columbia
Moron, Peru
Goon Gumpas, UK
Frenchbeer, UK
etc.
Its hard to create a place named something lamer then there are in real life.
Fiendish Dire Weasel
|
I think a LOT of the problems you guys are talking about on this thread (and there are plenty of good ones), can be solved very simply, with two simple ideas:
- DM needs to set clear ground rules for the session in advance
- Group needs to be chosen carefully
I understand the 2nd is not always possible due to limited number of players available to play, or something else. But #1 can ALWAYS be done. I've been running a game for some time now, and when it started, I handed every player a 3 page handout. In it, I disclosed the theme of the campaign (it was Savage tide), starting level, how to stat characters, and notes on alignment.
Another section detailed Game Information, such as start time, end time, how many players are required as minimum quorum before we play (4), and so on. Specifically, if quorum is not reached by 6:30 (game starts at 6:15), the players who did show up will play something else, and are free to go home if they so choose. That section also mentioned how to resolve in-game rules disputes.
There was a short paragraph on game mechanics. Since it was a heavily nautical campaign, I spelled out how we'd handle such issues as water pressure and so on. Finally, I wrapped up with recommended reading and closing notes.
A written guide like this is vital. It lays out, IN WRITING, what is expected of both the players and the DM, so there's no dispute. And this is a group of some of my closer friends. If I were running a game at a game store with strangers or something of that sort, I'd never DREAM of not doing this sort of thing. In fact, in that case it would be significantly longer - I can make some assumptions with my friends. Incidentally, if anyone is interested in seeing that I'd be happy to email it to them. Send me a message.
That's where the 2nd point comes in. If a guy is rude enough to be listening to an iPod or texting his girlfriend on a regular basis while I'm trying to run a game, he's out. That's an issue of basic respect. I wouldn't do it at someone else's table and I expect them not to do it at mine. Go waste someone else's time.
| Mortagon |
I think a LOT of the problems you guys are talking about on this thread (and there are plenty of good ones), can be solved very simply, with two simple ideas:
- DM needs to set clear ground rules for the session in advance
- Group needs to be chosen carefullyI understand the 2nd is not always possible due to limited number of players available to play, or something else. But #1 can ALWAYS be done. I've been running a game for some time now, and when it started, I handed every player a 3 page handout. In it, I disclosed the theme of the campaign (it was Savage tide), starting level, how to stat characters, and notes on alignment.
Another section detailed Game Information, such as start time, end time, how many players are required as minimum quorum before we play (4), and so on. Specifically, if quorum is not reached by 6:30 (game starts at 6:15), the players who did show up will play something else, and are free to go home if they so choose. That section also mentioned how to resolve in-game rules disputes.
There was a short paragraph on game mechanics. Since it was a heavily nautical campaign, I spelled out how we'd handle such issues as water pressure and so on. Finally, I wrapped up with recommended reading and closing notes.
A written guide like this is vital. It lays out, IN WRITING, what is expected of both the players and the DM, so there's no dispute. And this is a group of some of my closer friends. If I were running a game at a game store with strangers or something of that sort, I'd never DREAM of not doing this sort of thing. In fact, in that case it would be significantly longer - I can make some assumptions with my friends. Incidentally, if anyone is interested in seeing that I'd be happy to email it to them. Send me a message.
That's where the 2nd point comes in. If a guy is rude enough to be listening to an iPod or texting his girlfriend on a regular basis while I'm trying to run a game, he's out. That's an issue of basic respect. I wouldn't do it at someone...
When I suggested a written form with some basic gaming guidelines, table rules and expectations one of my players thought it was way to serious for his tastes. His dislike for the "Contract" quickly spread to my other players so I reluctantly pulled the suggestion.
This is another thing that annoy me, when the players gang up against the DM to undermine a ruling or a suggestion.
| Mortagon |
You should have just handed it to them without asking before character creation. Just call it "DM Notes" or whatever. It's a huge stretch to call it a "contract" - it's not like I had anyone sign/return it.
I never called it a "contract", that was just how he interpreted it. I just told him that I had put together some simple notes and "table rules" I wanted to share. He thought that was "Way to serious" after all it was just a game. I was still planning on having those table rules, but then I learned that more of my players were opposed to the idea so I let it go. It was a matter of a suggestion taken out of context and blown out of proportions.
EricTheRed
|
*DMs who game with their girlfriend/wife in between sessions using the same campaign world and characters, robbing the rest of the party of valuable atmosphere.
"Honey, is this the same wizard I ran into last night? We can skip him, guys, he doesn't have anything we need..."
*The guy who ALWAYS has to play the mysterious dark monk ninja assassin with Shurikens of Bad-Assery +10 and hide in the corners with his arms folded in his Black Robe of Midnight Invisibility while the rest of the party does the majority of the grunt role-playing work.
Fiendish Dire Weasel
|
I never called it a "contract", that was just how he interpreted it. I just told him that I had put together some simple notes and "table rules" I wanted to share. He thought that was "Way to serious" after all it was just a game.
This is probably why you have problems 1-41 with your group too...after all, if that's "too serious", then obviously why would there be any problem is he does a quick text or cell call or whatever while you're playing "just a game".
As another poster said, you all have vastly different expectations from the game. That's what that handout is supposed to deal with, but if they refuse to even take that...
Good luck. :)
| PsychoticWarrior |
Dont remember what number we are on so...
??) After I brain storm for hours on end to come up with an entire world full of original locales, npc's, etc, the players make jokes of everything.Player: So, we kill "Duke Ballsack", grab his $h!t, go to "Whore's Mouth", give it to "Queer Bait", and get out of "Whale's A&& Island". That's the plan.
Tho sometimes it does make me laugh. But when I am in mid conversation and they all start laughing and asking where i came up with this stuff, it gets annoying. Maybe I should just use real names and cities?
Oh yeah I've gotten this one in spades. For a time I started calling npcs & places by the most analytical method i could
"Ok after talking to Generic Soldier Number 4 you went to Tavern B in City Six sublevel 7A. There you meet up with Plot Hook Dispenser 37 and gain Plot Hook 12.4. And I hate all of you."
Ok I threw that last bit in there. There was never a Plot Hook 12.4. :-p
houstonderek
|
Dude, the moment I have to start having "contracts" in order to play a stupid GAME (unless that "contract" involves me getting millions of dollars and a shoe deal) is the moment I no longer wish to play.
If you want to play an RPG, play the RPG. If you want to be on your phone or computer, go do something else.
This hobby isn't dying because we're getting older and kids are losing interest in anything without a GUIs it's dying because people are no longer courteous enough to just block out four to five ours to play, uninterrupted.
| Kirth Gersen |
Players that insist on playing spell casters, but never know what spell is appropriate for a situation, don't know what any of the spells on their spell list do, memorize combat spells for a stealthy robbery mission (this one came up recently, I'm still not happy), and generally have no clue what the heck spell casters do.
Edit: And take forever deciding what they want to cast, just to say "{sigh}, I guess I just cast magic missile". GRRRRRRRRRRRR
HEY! I was the DM for that one! You stole my entries!
Yeah, wizards are the most powerful class, but with great power comes great responsibility:
I'm instituting a new rule for spell failure -- If you don't have ALL the pertinent details ready to state at an instant's notice (not a "um, lemme look it up") then the spell fizzles and it's the next player's turn. I don't care if you "kind of have an idea that a fireball blows things up" -- if you can't state exact range, area, effect, damage, save info, SR, etc. IMMEDIATELY when asked (not after flipping, clicking, reading, etc.) then you can't cast the spell. Period.
And if you have a wizard, and I give you LOTS of hints as to what types of spells you'll need to have prepared, and then give you a week to prepare new spells... well, that's a hint that you might just want to do so. If you don't, your team-mates have the right to pummel you.
WHY SO STRICT?
It's like Frank Herbert once said: "Between depriving a man of an hour of his life, and depriving him of his life, there is a difference only of degree."
| Mortagon |
A few more: Player's that thinks the Campaign is to "railroady", but when you try to give them freedom they can't figure out anything to do and just goes back to the "railroading" again.
Player's whose characters always tend to have extreme eccentricities bordering on outright insanity. (One of my player's always does this, he once played a halfling rogue/bard who collected "trophies" from fallen foes and made hats out of them, insisting on wearing all of these hats at once. I had big problems describing how a hat made from a dead will-o-wisp would look like.)
Player's that tells the DM about this great character concept, works hard to make it fit into the story and the campaign, then when he actually starts playing the character he plays him very different than the concept first agreed upon forcing you to make things up on the fly.
Player's that always wants to go on solo missions and keep secrets from the other characters in the group.