this post was submitted on 18 Oct 2023
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Update: thanks all for the very helpful advice! I think it’s really special that not one of you dunked on my DM. You all seem very supportive of a broad range of play styles and that’s a sign of a very healthy community.

I reached out to one of the more experienced players in our party, and I’ll be pinging our DM at some point over the next week. I’ll see if we can switch gears or if not leave peaceably. Thanks again.

Recently got into DND. Watched two seasons of Dimension 20 and loved them. A friend of mine offered to try DMing for our friend group. We meet every two weeks for 3-4 hours. We're playing Pathfinder using the Foundry online interface so we can play remotely.

Apologize if I mess up any terminology, I'm new.

I am two hours into this week's game right now (in another tab), and I'm so fucking bored. We're in some underground tunnel system, and just getting bombarded by completely arbitrary enemies.

Last round we spent three hours fighting a mimic and a gelatinous cube, and there was no explanation for why they were even in the cave in the first place. We haven't had a conversation with an NPC in three sessions. End of the round we come across some weird tunnel system with giant moths on one side and giant larvae on the other. No explanation for why they're there. We start coming up with a plan on how to kill them so we can get the loot they're guarding, but it was the end of the session.

This week, right when we start and try to do something about the moths, we get attacked by morlocks that came up the tunnel behind us, fight them for an hour and a half, and the remaining ones just run off. So now we're finally dealing with the moths.

Anyway, we're doing this on a giant map in Foundry. Nothing is theater of the mind. It's all very literal, and it feels like I'm playing an incredibly slow PC game just sliding my token down tunnels. Nobody is really roleplaying. We rarely get any details during our battles beyond "they look really hurt."

I don't expect anybody I know to be at the level of Brennan or whatever at DMing, but there is just no entertainment value for what we're doing here, we're constantly in combat, none of my skills are useful (because we're just fighting mindless monsters), and it's like a solid 10 minutes between my turns.

Like end of last round, I floated the idea of trying to mount and tame one of the moths (I'm a halfling, and they're big), and my DM just said "I mean, that's pretty dangerous. If you're ok rolling a new character, you can try it." Like geez, sorry for trying to make it interesting. At least give me an in-game reason for why I shouldn't do it.

I really want to quit. Any advice?

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[–] hakobo 17 points 1 year ago (1 children)

Sorry in advance for random stream of consciousness.

There's definitely a learning curve to being a DM. And some people, like myself, just aren't cut out for it. If you want to keep playing with these people, I would suggest being honest with your feedback. Talk to the group about how you'd like to incorporate more roleplaying and cut back on combat. It might be a good idea to try running a pre-built campaign if you aren't already. But even those can be kinda dry without the right DM.

I haven't really played in years, but my DM got to the point where basically, the rules were just guidelines. If a player wanted to try something, the DM would just roll with it. They'd try to come up with a reasonable check for you to roll and then just see what happens. Most of the "funny" moments come from massive failures or critical successes. Ham those up. Instead of saying, "nope, you fail", make up a consequence. "You tried to mount the giant moth, but you couldn't get a grip and it flung you up to an outcropping" or "you missed so bad you hit the column and it comes crumbling down, you and the enemy both take 2 points of bludgeoning."

The rules are great for combat simulation, but if combat was all you wanted, you'd be better off playing Warhammer. The best advice I can give is just loosen up. And again, like Jack Sparrow says, it's more like guidelines. We eventually got to the point where we said, no opening the books during the session. If you don't know a rule, make it up. The goal is to have fun, not to follow the book.

So yeah, it's about mindset and teamwork and cooperation and communication. Being honest in what you want out of a session is the most important thing, because nobody knows what you want unless you say so. They may be able to tell when you aren't having fun, but they may not know why or how to fix it and may just throw more monsters at it because that's what they think will fix it.

As for player death. We embraced it. If we really liked our character, we'd just come back as MyGuy the 2nd, or 3rd, or 4th, and when we got tired of that character we'd move on to something else rolling a new character at the level everyone else was at and picking a few items to keep (assuming someone else made it out alive).

[–] hakobo 7 points 1 year ago* (last edited 1 year ago) (1 children)

One of my favorite stories was from a D20 modern campaign we were playing. This is a setting where it's modern time, but some supernatural stuff still exists. There was a cave system under the city that we were exploring and we found a mummy and a bunch of skeletons. I rolled a 1 on an attack roll and my DM said I dropped my sword, so for my 2nd attack I said I was going to headbutt the skeleton and I rolled a 20 so my DM ruled that I headbutted this skeleton so hard my head just went down his spine as all the bones just exploded apart. Next turn I was like, that went pretty well, who needs a sword. I tried to headbutt the next one, and rolled another 1. He then ruled that this time I killed the skeleton but it's spine impaled my head and I died. It was the most swingly battle ever, and kinda outside the actual rules, but it's something I'll never forget (this was 10 years ago) and all because we made an effort to ham up critical successes and failures.

[–] [email protected] 2 points 1 year ago

It depends on the campaign. My players are very against shit going wrong after rolling a 1 in a DAMAGE roll - it penalises classes that have more attack actions.