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Sovereign Court

Hello I was wondering if anyone had advice for a problem my adventure group has been having. Our dungeon master has not made anything challenging in our campaign. In our last meet in 5 hours we had one encounter which we won in the first round. Im just not sure on how to help our DM understand that a lot of the party are really frustrated.


The easiest way would be just to point out what happened in your last gaming session. Inform your DM that the group feels one encounter in five hours is way too little for the amount of time you're investing in the game and that you'd appreciate a little more rolling with your "roleing." Open and civil communication is the best way to approach matters.


I second what Shadowborn says, let your DM know that you want more combat less role play (if that is, in fact, what you want).

I don't know what the specifics are of your situation, but as a DM who had a 5 hour session with only 2 random encounters not too long ago, remember that the knife cuts both ways. If your group spends an entire session in town buying, selling, upgrading, and ordering stuff, the DM might be as frustrated as you are. This is what happened in the game that I run.

Our fix was to decide that a lot of the "in town" stuff will now happen over email. So when they get out of the dungeon and are cashing in loot and buying stuff, that's all a giant email chain back and forth. Saves a lot of table time for them.


I'll second the above sentiments. The best way to have a great relationship around the table is to maintain open lines of communication, both at the table, and away from the table. I also want to say, that if a bulk of the players are frustrated with an entire campaign, they should all talk to the GM and voice their concerns. A GM really needs to know what the players want in order to cater the game to them. Unless of course you have a railroading GM who just wants to lead you on a leash threw their story, and doesn't care about you other than for the purposes of basking in their awesomeness. In those cases it's best to cut and run.


MendedWall12 wrote:
I'll second the above sentiments. The best way to have a great relationship around the table is to maintain open lines of communication, both at the table, and away from the table. I also want to say, that if a bulk of the players are frustrated with an entire campaign, they should all talk to the GM and voice their concerns. A GM really needs to know what the players want in order to cater the game to them. Unless of course you have a railroading GM who just wants to lead you on a leash threw their story, and doesn't care about you other than for the purposes of basking in their awesomeness. In those cases it's best to cut and run.

I retunred to playing a few years ago and was new to 3.5 and then Pathfinder. When it came time for me to GM, I came across this exact problem. The party was cutting through my bad guys with the greatest of ease. Then I adjusted the CR and killed one or two of them. Then, I really got to know the characters and what they could and could not do. Also, I have access to at least 5 monster manuals that I use, mix and match monsters, and make sure NOT to kill off the party. The balance works great now, but make sure to not step on your GM's toes. It's a lot of work to be a GM and I mean A LOT. Don't gang up on him and give him advice. My group works well together (most of the time) and communication really works. I hope that helped out!

Liberty's Edge

This is always a tough issue for a DM. I am currently DMing RotRL for my group. The party is in book 6 and I am having a tough time to ensure the encounters are not over the top or a push over. Its been fun and added a good amount of frustration.

As the above said, just chat with your DM and let him know. Sometimes my group does not leave town and we roleplay out some things that others wouldnt. Sometimes we hit encounter after encounter in a small amount of time. Communication is the key to making sure everyone has fun, players and DM alike.

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