Okay. Rant time. I've been doing this gig for a while now. I've devoted hundreds of hours to cultivating my craft of storytelling, rulings, incorporation, and character growth. I've written thousands of words on my campaigns, I've written music for them, I paint my own materials and build my own sets. I reflect daily on how to be a better storyteller and a better teacher on every side of the table. I'm not perfect, no DM is, but I think I'm doing pretty damn good. Every encounter I've run, even if difficult, has multiple ways to win. I never railroad, and I'm always open to creative solutions. Even a suicide mission has a way out (though it may be a bit dishonorable, still a way out). And yet. Players who have played with me for years...are still questioning my intentions. Like I haven't been making this my LITERAL JOB for LITERALLY YEARS or anything. And I'm not talking like questioning my rulings, no; that's welcomed, we can discuss that stuff. I don't want my players to be scared of bringing up elements for discussion. What I'm talking about can be summed up into two main requests. Wait and SeeIf I have continually given you scenarios where there are multiple ways to solve them, do not assume that THIS scenario is somehow a railroad. I have NEVER navigated a party to a no-win scenario. Enemies have been tough, but even those that feel "unfair"...have a puzzle. There are ways around and through everything I set up. Always. That's how I've always done it; it leaves room for the players to kick ass in unexpected ways, and that's great. If the fight hasn't begun, and you haven't seen the literal character sheets I'm working from, how can you make ANY sweeping conclusions about how it's going to go...unless you're assuming that I'm trying to kill the party, which, if you have ever read this blog or listened to anything I do, you know would be ludicrous. Challenge? Yes. Kill unfairly? NEVER. Also, until the conclusion of the plot arc...maybe don't pass judgement on it. You might think you're the smartest cookie in the box, but that doesn't mean you're right. And just because you're presented something "unfair," doesn't mean it's impossible. Take a deep breath and figure it out - that's part of what makes this game work. AND we've already established that CRs are mostly BS so...what's your problem? Try. See what happens. You might surprise yourself. Maybe give me the benefit of the doubt...because that's what I've always done for my players (maybe even to a fault). Trust Me (I don't have to tell you my secrets so you can feel better)Wait, didn't that guy get away?
He did. Was he on the ship? You don't know. Can you just tell us? No. C'mon! Why? So I can stop worrying about it! ...Then definitely no. But he literally killed me last time! So? And we threw him in lava! How did he survive? Yes, isn't that interesting. There is indeed a reason. Really? Is it because he's impossible to kill? ...No. There's a reason, though. Yeah? What is it! Tell me or I'll keep complaining and insulting your style of DMing, checking to see if you intended to paint our entire existence as a no-win scenario because you suck, and questioning your every move! ...Commence minimal spoilers to appease whining... Now, the above scenario applies to only a few conversations that have prompted this post, but dare I put forth a radical idea: NOT KNOWING THE OUTCOME OF SOMETHING CAN BE EXCITING. Not everything gets wrapped up in a neat little bow; loose ends are a part of storytelling, and that tense uncertainty is a GOOD THING in a narrative, especially a cooperative one. Do you REALLY need to know that you DEFINITELY killed that guy and he's never coming back? Or could you be excited if he ever returned? Could you rejoice in discovering IN PLAY why he seems immortal? Solve the mystery, damn it. I have players that jump at the chance to figure this stuff out...and a tiny percentage of others that seem annoyed if they don't know everything - like they were somehow entitled to. And if they didn't know, then it "just wasn't fair." Grow up. Put on your big kid pants and deal with the fact that you may not know everything. Mystery is a part of storytelling, hell it's a part of LIFE, and I don't feel like giving up my mysteries or loose ends because you're whining for them. If you're not sure you're going to win because your level is too low, or your perceived enemies have too many hit points, or he has too many spell slots, or he's resistant to my damage type, or his AC is too high (saving throws might suck, ya' know), or no one took healing spirit. Figure. It. Out. These are challenges, not impossibilities. If you've learned anything from me, it should be that I'm not a jerk GM. I kill my darlings, I'm happy when you win, I just want you to have a good time and feel satisfied. Not all problems will be solved by mechanics and probability alone. This is a game that promotes creative problem solving. So do some problem solving! Don't throw up your hands and say "I can't because my character blah blah blah blah - I've heard enough. I'll help you if you get stuck, but I ain't doing it for you, and I'm pretty sure that's how people like it. Enough with this baloney sandwich. I'll see you at the table.
0 Comments
Leave a Reply. |
Adam SummererProfessional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author. 1st Saturday: Etsy updates*
2nd Saturday: Monster 3rd Saturday: Worldbuilding 4th Saturday: REST DAY Archives
May 2023
Categories
All
|