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Post by Deleted on May 24, 2015 19:48:08 GMT
Hello everyone, I decided to join the forum and check things out so I thought I'd do an intro thread. I am currently DMing a 3.5 game set on a creepy island. It is an improv heavy game. This is my 3rd attempt at a 3.5 game, and I've also DMed 4E briefly ( I actually like, and prefer 4E, but I realized I am more familiar with 3.5 and wanted to get more acquainted with DMing before moving to other editions).
So, my DM Philosophy, as it were: 1.) Fun>Story>Rules. 2.) Whenever possible, say Yes to the players. This makes people feel more involved. 3.) Challenge is key. I tend to run fewer, more difficult encounters. 4.) I have a standing rule that any rules which take too long to get looked up get fudged, then we review the fudged rules over break and see where to improve next time. 5.) Another rule I have is that any player can talk to me about any difficulty they are having in the game, whether in private, or in front of the other players, depending on how they feel appropriate. I find that just stating this at the start sets an expectation and has prevented one or two incidents. I have great players, but people conflict sometimes. 6.) I'm almost 30. I don't have *time* for drama. There are a few people I know that I won't play with---I would rather not play than play wit them. Accordingly, they aren't welcome at my table. 7.) House rule: if you are a no show, the other players vote on what happens to your character.
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Post by Deleted on May 25, 2015 1:15:36 GMT
Welcome jbird!
I just wanted to comment on #6, because I feel pretty much the same way, and I think a lot of GMs are too nice about putting up with bull$#!7. I'm pretty patient with people, and there's not much that seriously gets under my skin, but I'm not ashamed of the fact I've whipped out the ban hammer before. It's happened on two occasions, and I wasn't the only person at the table who get fed up with the players in question.
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Post by DM Mitch on May 25, 2015 2:12:22 GMT
Welcome to the Forums JBird!
Thats a great list of DM Philosophy! I especially love 1, 3...and yes number 6.
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Post by joatmoniac on May 25, 2015 6:27:54 GMT
Welcome to the Block Party! I would add to the chorus of loving your Rule #6. I had to do the same recently, had someone invite themselves to the table as the group was forming, and I said not a chance. It ended up killing the group because the player who let him in without talking to me wouldn't tell the player they couldn't join, so it died a slow agonizing death. Granted that slow death is much better than the horror stories I would have had the group gotten together with that player, haha. I have to ask how crazy has #7 gotten? I assume there are some limitations involved, but hopefully very few, haha.
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Post by Deleted on May 25, 2015 17:10:09 GMT
So far #7 has only been used once because a player double-booked plans with his husband on D&D night. The player is a druid and he is trying to convert some kobolds, so the group voted that the kobolds got a bit over-excited and carried him off. Player loved it.
The one thing I am finding difficult with running fewer, more difficult encounters is that it means the players may have too many spells as they haven't wasted them on mooks. I may have to include more mooks.
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Post by joatmoniac on May 26, 2015 5:02:33 GMT
The other idea that I know has been tossed around is making it so that they can't sleep. It's a fine line to walk though because if they may be too used to getting into a fight and blowing everything they have because they assume they will recharge before the next fight. That next fight may kill them when they don't get to recharge, but if balanced well it could give set them down the road of better resource management, and allow for you to keep them guessing! Awesome story on #7 as well, but sad you don't have more yet, haha.
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Post by friartook on May 26, 2015 14:45:52 GMT
The other idea that I know has been tossed around is making it so that they can't sleep. I like to keep the pressure on. Allow short rests, but make the long ones difficult to have. Comes back to that video game mentality; "can't I just make a save point here?" "No." Keep it realistic; you're not going to take an 8 hour nap in an abandoned tomb full of roaming undead. That's just not going to happen. It would be like taking a nap on a park bench in the world of The Walking Dead...fresh meat on a platter. Welcome to the forums jbird! I follow all of your guidelines except #7. I have some vindictive, trouble-making players. The one playing the Paladin asked me a few sessions ago if he could curse the rogue with the soul of an innocent the rogue killed. I said no, he demanded to know why not: "First, using what ability or mechanic? Quote me a page number. Second, you're LAWFUL GOOD! Curses are not in your purview." On the video game mentality: last time we leveled up, one of my players asked me, in all seriousness, if their HP and spell slots went back up to full because they were leveling up. I couldn't help it, I laughed in his face.
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Samuel Wise
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Post by Samuel Wise on Jun 1, 2015 20:37:30 GMT
I just wanted to comment on #6, because I feel pretty much the same way, and I think a lot of GMs are too nice about putting up with bull$#!7. I'm pretty patient with people, and there's not much that seriously gets under my skin, but I'm not ashamed of the fact I've whipped out the ban hammer before. I came across a roleplaying game rulebook that I read for pure fun and a phrase on one of the pages caught my eye. The rule book stated: "Roleplaying is inherently a social game which has a tradition of being 'accepting of everyone'". I am not sure that this phrase is always a good thing. I am not saying that we should kick out everybody we don't like. But perhaps we shouldn't allow some people to play. Just maybe a lot of the bad rap that roleplaying gets (at least when it comes to its community), can partially be fixed by discerning who we allow at our gaming table...
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Post by DMC on Jun 1, 2015 20:43:50 GMT
Welcome in, another Blockhead!
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Post by Deleted on Jun 1, 2015 21:25:02 GMT
I just wanted to comment on #6, because I feel pretty much the same way, and I think a lot of GMs are too nice about putting up with bull$#!7. I'm pretty patient with people, and there's not much that seriously gets under my skin, but I'm not ashamed of the fact I've whipped out the ban hammer before. I came across a roleplaying game rulebook that I read for pure fun and a phrase on one of the pages caught my eye. The rule book stated: "Roleplaying is inherently a social game which has a tradition of being 'accepting of everyone'". I am not sure that this phrase is always a good thing. I am not saying that we should kick out everybody we don't like. But perhaps we shouldn't allow some people to play. Just maybe a lot of the bad rap that roleplaying gets (at least when it comes to its community), can partially be fixed by discerning who we allow at our gaming table... It absolutely is not a good thing. Nerd Fallacies. I don't agree with every word in this article, just the overwhelming majority.
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Samuel Wise
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Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Jun 2, 2015 3:02:39 GMT
It absolutely is not a good thing. Nerd Fallacies. I don't agree with every word in this article, just the overwhelming majority. I certainly agree with fallacies #1 and #2 (Not that I have experienced any of these, just seen a whole lot of them)...
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Post by Deleted on Jun 2, 2015 15:49:06 GMT
Hahahah, oh my god. So accurate it huuurts.
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Dm jbird
Jun 2, 2015 20:39:39 GMT
via mobile
Post by kjmagle on Jun 2, 2015 20:39:39 GMT
Yay! Another fellow 4e liker!
Welcome to this wonderful d&d melting pot of ideas.
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Post by Deleted on Jun 5, 2015 0:06:21 GMT
I loved 4Es gamist design.
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