cptpipebeard
Commoner
Posts: 20
Favorite D&D Class: Fighter
Favorite D&D Race: Human
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Post by cptpipebeard on Feb 9, 2016 23:10:41 GMT
Hi there
I have had my 4th session of the first non White Wolf campaign being a Pathfinder campaign using Paizo's own campaign setting since of the original players, they both liked it and then a co worker of mine who is also in a shadowrun game I play in ,and if I remember to I'll write or record some of those antics, his brother and a friend of said co worker joined my game. Now I, in real life have enough personal confidence and social issues that I find it difficult enough to DM for more than 3 people who are very story oriented, but when there is 5 and the other 2 is a guy who has only played Rifts before and a complete power gamer who knows the system inside and out and could disarm any interesting encounters I could contrive with his spellbreaker inquisitor. Its stuff like that that kills my enthusiasm about running things since I know that its going to end up being this cakewalk where I would have to start digging into the meta, which I do not find fun at all, and kill any interesting story magic which I have used copious amounts of such as an evil sorcerer summoning a Barghest through the slit throat of a sacrifice.
How do you guys stay so confident and optimistic that your campaigns are going to be awesome and not get let down by anyone who makes it difficult for you to run things?
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Post by lasersniper on Feb 9, 2016 23:57:51 GMT
I have come to realize that for me, I need to create nodes of content that are tied together be loose bits of story string. This method always has me sweating bullets before a session. I always think I need to prep for every minute of the session. But once it starts I am able to easily move those nodes around and modify them on the fly, and I give my players room to play. So to answer your question, unless I am in game, I am never confident.
P.S I think you should figure out how to break that power gamers character, once you figure that out you will be able to put pressure on his weak parts so your part can shine. No one power gamer can be good at everything or have no weaknesses.
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cptpipebeard
Commoner
Posts: 20
Favorite D&D Class: Fighter
Favorite D&D Race: Human
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Post by cptpipebeard on Feb 10, 2016 0:39:50 GMT
Well, being a dhampir, it shouldn't in theory be hard, just throw a boss character who is a cleric and do his healing thing, however the trick is that he is wearing one of those masks that gives a bonus on intimidate checks, so the only real way of noticing what he is aside form thinking he is a bit too pale based on the six square inches that mask shows, is to actually use a heal spell on him.
Currently I am relying on mostly martial characters to be main enemies since there is only one arcane caster (2 if you count the bard) and the sorcerer isn't exactly a damage spellcaster, but one who knows utility spells such as comprehend language as he favors the abilities granted by his abyssal bloodline, being the claws he can extend from his hands as a free action.
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Post by friartook on Feb 10, 2016 17:05:56 GMT
I'm lacking in the confidence department. I am always my own worst critic and I always feel I could have/should have done better in any give scenario. Running a table as a GM/DM is no different. My one saving grace is a certain arrogance/hubris/narcissism that make me believe I have stories worth telling. I also get great feedback from my players. They inspire me with their ideas and dedication to make it to the game every week. And occasionally they give me backhanded compliments that I awkwardly brush aside and pretend to not acknowledge...then obsessively think about later.
It sounds like a part of your problem is a difference in expectations. You expect one sort of game, and some of your players expect another. I've had some success at my table just bringing this up as a frank conversation. Its not something everyone thinks about, especially players. They're often so invested/attached to their character that they forget about the rest of the table and the larger context of the game. Calling out the sort of game you actually having at the table, then stating what sort of game you actually want to be running, then asking the players what sort of game they'd actually want to be participating can be an informative exercise.
I think its important to address the issue of system choice too. You say you come from a White Wolf gaming background and that some of your players come from a Rifts and Shadowrun gaming background. Those are two very divergent game styles. I've played Rifts and Shadowrun, and they are both systems that revel in the crunch. I've never played a WW game, but from what I've heard, they are very narrative focused. And you are playing Pathfinder.
In my experience, the mechanics of a game encourage certain play styles. Very crunchy games encourage optimization, narrative games encourage storytelling. Some games encourage a lot of social interaction, some games encourage combat. That's not to say you can't have a highly narrative game in a very crunchy system. It just means you have to work at it; its not going to arise naturally from the game mechanics. Pathfinder/D&D 3.5 is at heart, a crunchy combat oriented system. The character sheet if full of stats and modifiers and powers/items that encourage combat, mechanical, and tactical solutions to the problems presented to the players. If your players have a natural inclination to story telling, they are likely to still tell great stories with engaging these mechanics. But if they lean more toward the min/max optimization side of gaming, they're going to be encouraged down that road.
I noticed a big change in my table's RP and storytelling when we switched from D&D 5e to Star Wars: Edge of the Empire. Part of that was setting (we have some SW fans in the group, naturally), but the majority of it is the game mechanics of EotE. The system uses narrative dice instead of numbered dice. So any time something is done by a character, there are narrative opportunities attached to the action, whether the action succeeds or fails. This has changed the dynamic at the table drastically!
In conclusion, I don't think the narrative game you are looking for is going to happen without some purposeful action on your part. As to staying positive, see if you can get into the crunch a bit. Game your maximizers. If that absolutely doesn't appeal to you, then I think a table conversation about the game is the only solution. You have a right to your opinion as much as your players do. You're running a game for them to have fun in, but its just as important that you have fun doing so!
If you have any follow up questions or comments please express them. I'd love to dialog and help you find a space you can be happy with in your game. Good luck!
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