Should be fun. I'm DMing an open table, mostly for people I've only recently met and most of the players don't know one another, either.Last session, there were six players. Three of whom, have never played D&D, before joining my table.
A part of my talk, is going to consist of some version or another of the following:
"See this module? It's called The Nameless City by Alphonso Warden. It's for 7th to 10th level characters. And if I had you all roll up level appropriate characters right now and sent you into this thing, I would bet money on a TPK!
"By the time your current characters actually reach that level, it's my intent that you'll be able to go into a module like The Nameless City and have a good chance at surviving and coming out with some treasure and xp.
"That's going to take all of you honing your playing skills, both individually and as a group! I'm going to make sure you have a chance to do just that! Player skill isn't a guarantee of survival. Smart teamwork doesn't mean success is assured. It just means you'll have a good chance. Play stupidly and you're sure to die. Fail to learn from your mistakes and you're screwed! If you refuse to cooperate with one another, then I'd suggest you get the fuck out of the dungeon!"
Now, Blair of Planet Algol put it wonderfully:
This isn't World of Warcraft, this isn't T-ball, this isn't Chutes and Ladders; this is Dungeons and fucking Dragons, so you damn well better hustle and sweat and think and pay attention in order to keep your character's head aboveThere's a reason those monsters in the manuals have stat blocks. Things like HD, HP, AC, #Attacks, Damage per Attack, Special Attacks, etc. They're not just for show. Otherwise, I wouldn't need a monster stat block at all. I'd just make it up as I go along, making sure the monster didn't do more damage than a PC's current HP. The monsters would hit when it was "dramatically appropriate." There would be no need for monster HP or AC, either, as the monster would also die whenever it was "dramatically appropriate." But, I'm not running a "story-game." That's not my cup of tea.waterblood.
I'm running Dungeons and fucking Dragons!
The "meaning" of your character's death?
It means that when you do survive, creeping into a dragons lair and getting into the fight of your life, coming close as shit to having your ass handed to you but managing to pull your own fat out of the fire, burying your axe in the fucking dragon's brain, all covered in gore and probably having to get a comrade or two resurrected, afterwards, you'll remember it. You'll talk about it with your gaming buddies, years down the road.
It means I'm not going to hand you triumph, on a silver platter. You've got to earn it! When you do get your shit together, when you have honed your playing skills to be as effective as you can be, both as an individual PC and when working with the party, you'll have a good chance at success! And when you do succeed, it'll mean something!

That's my kind of gaming. :-)
ReplyDeletePreach it! :D
ReplyDeleteI had one of *those* players in my game last year. I took him aside, and said "Stop playing against the party. You're going to have enough trouble playing against me."
ReplyDeleteHe stopped coming.
I'm liking this image of James as an angry/disappointed football coach :)
ReplyDeleteHa, I just did one today on the same thing preaching it.
ReplyDeleteHi guys!
ReplyDelete@ Blair - I've been watching a lot of Gordon Ramsay's "Hell's Kitchen." :)
I don't have any problem with party conflict when its a well established group who know each other. Having it in an experienced group is bad. I applaud your intent for a frank discussion.
ReplyDeleteYou're nicer than me. I believe in negative reinforcement. I'd kill his character.
ReplyDeleteDavis
In D&D, or any RPG for that matter, success means more when there is a true chance that your character can die at any given moment.
ReplyDeleteI'm a lot less bloodthirsty than some of you guys; more like "character death is a fact of life" and less like "you will be happy to survive two sessions, let alone three". I prefer that sort of threat level.
ReplyDeleteOf course, sometimes you are the guy who loses initiative and gets killed in the first round of his first combat, 20 minutes in.
I don't consider myself a "killer dm." In my old AD&D games, PC death would occur on occasion. I expect the same this go around, once the players get their act together and they don't have anyone undercutting them from within, anymore. They're learning fast and last session, had an encounter with a poisonous giant spider, which they handled beautifully. The one death that has occurred so far, was a direct result of the actions of the disruptive player I mentioned (although the whole party made several mistakes in that encounter.) There's been a few close calls, with characters going into neg hit points, but I run combat heavy games, so that's no surprise.
ReplyDeleteI'll play the devil's advocate and just say to make sure you aren't taking the game too much more seriously than your players are. We DMs have a tendency to do that.
ReplyDeleteYour speech could easily be interpreted as, "You suck at D&D, but I am here to enlighten you." Not sure how well that might be received.
"Some Version" being key, here. I always come off way, way more strident when writing than I actually feel.
ReplyDeleteTo generalize, from @30 of play I lump disruptive play into four categories: the disruptive person, the bored player, the bored character and the "I don't get it" player.
ReplyDeleteThe disruptive person is disruptive because that is their nature. There is little to be done except encourage him to move on.
The bored player probably doesn't like the game. It happens. D&D is not for everyone and the various styles of play work for some and not for others. Personally, I have a difficult time keeping people interested in my home setting because it is sooooo grim. I need more flowers.
The bored character is one in which the layer does not like his character or finds him lacking in being able to play the manner in which the player prefers to play. This can lead to antics and bad play as the player attempts to spice things up.
The "I just don't get it" player probably does no understand the concept behind the game as interactive play or any of the other various eccentricities of the game. This can be fixed with time and some intervention by the DM and other players.
I've been all four at one point or another. So maybe this is a biocritique.
This guy is a "let's see how much trouble I can cause and screw everyone over," sort. It's obviously his idea of how to have fun playing D&D and I don't think he has any consideration in regards to everyone else at the table having fun.
ReplyDelete@ Melan: Despite the (somewhat tounge-in-cheek) tone of my above quote, I wouldn't say that I'm bloodthirsty when I DM so much as that character death is a part of the game, and is a feature and not a bug.
ReplyDeleteI've found with many players that they assume that there's some sort of safety net, or that they can get away with playing completely recklessly without consequences. It's their choice, but I would like them to be forewarned.