D&D Players, What can players do to make sure their DM has fun too?
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- čas přidán 6. 09. 2024
- What can players do to make sure their DM has fun too?
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Title: "What can players do to make sure their DM has fun too?"
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Ask me to do something that’s not in the rules. Like asking if you can catch your turtle bard on fire and throw him like a Spiky shell from Mario kart Xtrem! “… you can certainly try”
😂👍
Fuck, in that case I should have asked to use Guiding Bolt and not shoot it, for use as a torch in magical darkness.
asking if you can make a snowball and roll it along the ground so that it picks up more snow and grows as it rolls towards your enemies
@@theoverpreparerlamenters3r436 Oh I really like that one that works! Fairy fire can counter invisibility might as well have another lower level spell that can counter a higher level one.
"Editor's note: Brian said please because he is a polite young man. OP is not asking; OP will rock your SHIT if you don't." Nice
Most of the big one's are covered, engage in the world, engage with the characters, don't waste time, don't cancel without warning. A big one for me though is if players actually plan, if players plan I get a heads up on what my players are going to try, giving me time to develop or consider the most coherent solution to that test/check when it does happen. Not only that I get questioned on things I haven't planned but are absolutely logical further nuancing the situation and giving me more tools to work with in the future.
I know this was mentioned in the video, but I just want to reinforce it. Please do let your DM know you appreciate all the time and effort they put into making and running the adventure you're all playing. It can be a lot of work to do and being told they appreciate it and are having fun can be a huge boost to the DM's mood. And on the flip side, DMs, make sure to thank the players for playing with you. After all, without them you'd have nothing to do.
Know your character's abilities and try to role play.... Those two are sooooooooo important.
And consistency outside of the game.
Out of all of the ones presented here, "pay attention" is the most important for my as a DM. While I enjoy my group and their crazy ideas, I do feel that a lot of the work I put into both the worldbuilding and session DMing gets ignored and forgotten, since they remember very little of each session (largely due to being easily distracted by phones when it's not their turn to do something).
Tbh the bar is litterally on the floor
Give a recap of last session, and/or have them take notes and give a recap.
@@sleepinggiant4062 I already do. It's the only way they can remember anything at all from the previous session, and even with the recap, they tend to forget important elements that were in the recap during the very same session. I can't force them to take notes, and two do take notes, just not enough/very well. If I gave the job to them to make the recaps, there would be no recaps. I'm a realist and a patient DM, so I willingly make the sacrifice to help them remember what they did before.
Wow, I wouldn't ever bother DMing for a party that's on their phones during the game.
@@EitherProductions ngl think confronting the problem is quite important in this case, as a DM you deserve to have fun too, forgetting some details is okay but if they are not even paying attention to core elements of the story that is just really disrespectful towards the time you're taking to prepare a story to dm for them
The DM in my group is pretty chill most of the time and allows us to do whatever, but we players still do what we can to keep him happy by engaging with NPCs, exploring the world he created, and giving tons of positive feedback when sessions are over because he really is a great DM
My former warlock with a scholarly background was always looking for journals, notebooks, letters, books on the local floor or fauna or even history. I wasn't specifically searching for Magical Scrolls but just any book that might be of interest to my Patron to expand her knowledge. She was an Archfey.
Don't be afraid to make the wrong decision in character if it'll make for a genuinely better story. At one stage I had my character outright destroy a piece of evidence he was meant to hand over to the authorities because it incriminated him and his patron...and also cause I know my DM is a sucker for GRRM style fantasy politics. We had fun with all the intrigue it caused.
Also don't be afraid to just outright tell the GM their efforts are appreciated. Speaking as a GM hopeful, I can tell you it's a LOT of effort.
As another note, if your character has a lore skill in their sheet...might want to ask your DM if they have suggestions on where you could learn that lore yourself so that you can engage properly. My character had Dwarven Lore in Pathfinder as an example, so out of character I read all about Earthfall and the Dwarven gods.
"Fun? Hah! Never heard of it." - A Forever-DM, probably.
Ask more questions, be creative! Don’t be afraid to think outside your character sheet.
As a GM, I would love to see my players make better use of their spell and ability arsenals. One of my players is a caster that in recent sessions has stuck to using his one chant (a different flavored cantrip) that deals damage, when he has other spells that would be more effective for the situation.
The best thing you can do to make sure I have fun as well as a GameMaster is to know your character’s abilities and not ask me about them. That is your job and your homework. Also, being interested enough in the story and setting that I know you are paying attention.
It pains me greatly when someone is just going through the motions, not paying attention, asking what their powers do and what is happening every round, and playing CoD between their turns (yes, this has happened). On the other hand, when a player says “hey, this character that we met maybe twice knows about the situation we are dealing with. Let’s see if we can get some advice.” Yeah, that makes me so happy.
I LOVE when my players get involved in my homebrew world, and one of the best ways they can show that engagement is in helping to world build.
Example: my wife’s character was hired to steal something from a Baron she would have been familiar with. When trying to sneak past the room he was in, she improvised “Well, I know he’s an avid bird watcher. I use minor illusion to mimic the call of one of his favorite rare birds outside the window.” Boom. Just like that he was scrambling for his spyglass and running out the door.
That kind of “yes, and” energy goes a LONG way.
God that thumbnail is cursed as hell.
I had a player who would within the first 5 minutes lay down on the coach, stare into his phone, and having his other hand in his underwear for 90% of the session.
As a DM it stressed me out cuz he looked bored AF. It affected me and it seemed to affect the other players as well.
Had a talk and ended up with him not being in the game no more. Sessions after that began being way more fun, cuz the rest of the players tried to interact with the world and have fun.
utilize the sub themes of the campaign like honour, edicts, or refrain from anathema. this is already mainly covered in the video. Also unless the turns can go by fast, don't summon a horde of minions.
The one thing that would help the most, imo, is show interest in getting together for the next session. If we have to cancel one week, (players) get together to see when you're all available, and let the dm know. It really kills the drive when you have to spend more time working with everyone to get a session time than actually playing the game.
In 2e, my unofficial job was "miniature wrangler" due to my modest collection of figures and ability to make a miniature on-the-fly by drawing on paper or sculpting a kneadable eraser. If the DM needed some goblins, I'd look through our combined collection and pull out some figures that would work.
I like to get into the lore of the setting with my characters, tbh I think that just enguaging with their world and not just treating it as a set for the next battle is enough for most DMs to be happy. One time I had my kobold rogue pay a kobold enchanter who offered to gift an expensive item for me because it was for a wyrmling dragon I was protecting. I decided given the DM's description the shop keeper was struggling so my rogue said, "look, I can see you need this, tell me what this cost" and paid them anyway. Later on even put in a good word for them at a larger enchanter's in the capitol. I think my DM really liked that, because that one time NPC ended up a recurring character in the campaign and a good friend of the party, oh and he ended up beign given a franchise from the big city enchanters! :D
A lot of good advice in this video, and a lot of it boils down to "take an active role in the game". The DM isn't there to put on a show, you're there to put on the show. You're the performers, the DM is the Stage Manager.
I always put an actual goal in my backstories because it's something the DM can actually do with it, rather than just a generic "and then this character you mentioned shows up."
This ones an easy topic.
Give your character a quirk that's non-mechanical. It can fix negative cliche backstories.
Character is a Fallen/Forgotten God? He was a God of Cheese and befriends the party after given some Gorgonzola.
Edgy Rouge with Dead Parents is missing from the party? He's at the local orphanage finger painting with the kids (Only good time to catch him 'red-handed').
No nonsense tough guy that fights for monetary gain? He wants to buy ingredients for pancake batter for his monthly visit with his widowed mother.
Your GM will love it, work it into the story, and the other players will help too. Currently playing a Silver Dragonborn Evocationist Wizard specializing in cold magic that has a weakness for cookies as his mother owns a bakery.
I've GM'd for a very prissy player who took every opportunity available to belittle whatever game system we were playing, complain about things not being up to his standards, etc. There was nothing particularly wrong to complain about; the player was the problem. He also did everything in his power to break the game with overpowered builds, to point out how bad the game was and shame the GM for running it. If you want to be valued as a player, do the opposite: make the experience easier (take on some of the busywork, know the game and your character) and more rewarding (show appreciation, engage with the game and world, etc). If you're doing something you would never tolerate from others, that's a hint you need to stop.
As a player I noticed my DM was barely getting to use his monsters in combat while everyone else was rolling several dice per turn.
So I rolled up a rogue who was optimized in the wrong direction. He could actually deal zero damage on a hit and during combat I made him tough enough to be a target not only for the dm but also for any fireball happy wizards.
Doing " what my character would do" is fun if you do it right and table know beforehand that you will go that route. I have great group and although we may be angry at end of the session for that kind of play, almost always we are laughing when we hear though process behind those actions
I don't really understand the question, TBH. Being the DM *is* the fun for me: I love making a world & providing a space for players to explore & challenge themselves. I prefer it to playing, in fact. It doesn't matter if they follow the spirit of the adventure, derail the game, wreck my plans, destroy my carefully crafted encounter - I relish dealing with the twists & turns the players produce.
I guess I'm just very lucky (or discerning) in my players, in that they engage in the roleplaying, learn the rules, & are respectful of everyone else at the table.
I can't imagine how anyone could get through all the planning & preparation if they didn't find all that fun in and of itself - I simply wouldn't manage it unless I had that enthusiasm.
What a wholesome category
Give the GM more input other then great game.
A lot of things happen during a session.
So maybe point out the thing you liked or didn't liked.
Always nice to know you liked it but what did you like?
This matters in future planning especially for those introverts out there who tend to stay in the background since you guys are rarely heard in and outside of game.
GM's don't run a campaign for 1-3 players with 2-4 tag alongs they run them for everyone so everyone better be enjoying it!
It might just be me who does this.
I love to plan how certain encounters go when it comes to battles so sometimes my DM likes to make certain characters that normally aren't smart a little smarter so that way whenever I explain my intent he comes up with a creative way to turn it in his favor thus keeping the battle going for a little bit longer.
It doesn't work all the time but then again my DM and I like figuring out ways to 1-up each other so it just happens to work out
"Listen to your DM"
Me, who's pretty sure I'm partially deaf and has to note down everything:
One not mentioned here, especially if you have a forever DM, think about offering to run a one-shot. Many DMs love to play as PCs too, but rarely have the opportunity to do so. Give your DM a week off to run that zany character build they've had in the back of their mind for 6 months.
Also yes, please, please, please, tell your DM that you appreciate what they are doing and if there's anything in particular in the session that you really liked, let them know!
For anyone who wants a good short one. Dungeons and dragons is not a video game you aren't supposed to immediately be an op dragonslayer, just remember it is NOT a video game. And stop using meta after tye character is made i only allow them to do things their character whould know etc
The d&d campaign after the current one , ive got plans for the starting town that i hope my group DM will work.
Be willing to be the butt of the joke. I worked with players that tried so hard to always have the last laugh and it's exhausting.
As a GM I work with my players so that they can have their moments to shine. When you roll a great check, when you get in a clever line, when you pull out a great combo, the world will react to it and acknowledge it. You'll have your moment.
But sometimes you'll roll a Nat 1, an NPC's gives you a little zinger, you'll take a heavy hit right in the face. Don't brush it off. Don't play it down. Be a good sport about it.
You really have to read the room on this one. It's *very* easy to cross a boundary when you're making a player the butt of a joke.
Be respectful to the DM and the other players. Take notes and pay attention, be ready when your turn comes up. Be familiar with your character's abilities. Don't cheat, don't cheese, and don't metagame. Don't cry railroad when the DM prepares stuff for you to do. Make an adventurer and don't intentionally dodge plot hooks. Don't turn a standard game into a PVP game unless this was discussed and accepted by all players at the start of the game. Let your DM take a break from running the game when it's needed. Give feedback when it's asked for, and be sure to let your DM know what you find fun.
Glad to know I'm doing all of these already. I think one I want to work on doing better though is making my positive feedback more specific. It can be hard to get it out at the end of the session when everyone is just saying "I liked it!" but maybe I could just message it after the fact.
I have one, DON'T TRY AND HIDE THINGS FROM THE DM. if you have a secret or a plan you want to do, talk to the DM about it. you can hide things from the other players, but NOT THE DM. Had a player recently spend 2 months of IRL time working on a plan in game that would not work for 3 separate reasons that I'd have told him if he just told me what he was planning. instead I feel like a jerk for telling him 'that's not going to work in any meaningful way' and I feel bad that he wasted so much time. Also, it was mentioned in the video, but just because you may WANT to do something, does not mean you SHOULD do that thing. I don't care that you want your PC to be sent back to how they were at the start of the campaign due to trauma or something, everyone else at the table is visibly uncomfortable by it. don't do it.
If the DM says “No,” accept it. You can ask why, but don’t argue or ask repeatedly to wear them down. It just peeves everyone else.
Dammit, I forgot this one, it's one of the important ones, too! Keep noses out of books, only argue when I contradict the rules. No arguing after I make a ruling, take it up with me after game or between sessions!
I learned it from Critical Role but making a couple paragraphs backstory but leave out the causes, the who what where why and and you have 60% of a mystery that then can be answered and tied into the DMs world. You parent died mysteriously? the cause can become part of the games story. Your being made a chosen one or destined? have the reasons and why and if its true now as part of the story that builds. My DM has done great things with leaving hooks open in your story and tying it to their villains or conflicts in their worlds story
I like to keep my chars backstories as open as possible while still being able to reference it in the characters behavior
Like the doc who’s a cleric who was from nobility what type of nobility or how high of rank or how rich they are is unspecified and left completely open to the dm to decide and make choices that goes along with the campaign
I’m completely open with allowing the dm to put input to ideas I could to or changes I could make to the char to make it fit in more
Don't push things.
There is always that one guy who can't read the tone of the game or the setting and just keeps pushing things. I don't want to repeatedly be the bad guy. And they always do it every way. If the group is full they have a mate who they want to join (no), they have a race and class that doesn't suit the setting (no), they want the homebrew spells (no), they want to rob the shopkeeper while others are shopping (just wait 10 seconds dude), they have some meme build (ok but I know you'll want to change in a few games), they will use dice that they drop (but only if it crits, otherwise reroll), always has an opinion on the house rules and why they should change (even if that rule never comes up), etc etc etc. Always the same guy. Always crossing or bumping against those little lines. Always somehow making it my fault for wanting to run a fair game with a consistent tone that I spell out up front when I started the group.
On engaging with the plot hooks.... a fun way you can make a point (although probably not to overdo it) is have the character with the adventure seed seen a bit later with a different group of adventurers. The adventurer NPCs are all having a good time and talking about the quest they are on and what loot they will get etc. Also a rival adventuring group is always a fun addition to a campaign.
Oh and a more positive one. Help set up combat. If I draw a map put your minis on in marching order without being prompted. Roll up initiative (I also like it when it gets written on the map so everyone can see the order so do that too), and generally work out tactics as I'm setting up. Switching into combat is probably the time when the DM has the biggest workload in a time crunch, so take a few of the little things of their shoulder.
In fact doing the little things can be a big help. I've DMed for a group where someone else hosted and confirmed/ organised times and the like. Been in a different group that played longer sessions and during them one of the players made me a coffee while I got 10 minutes to refocus what was happening next. I've even had players draw battle maps for me (normally when the PCs are doing something like setting an ambush).
I figured out how to do an overpowered combo and i agreed to put a limiter on it when a fellow player suggested it.
Player here; I'm in my first ever campaign with my friend as the GM. In fact, me and the other players are all new. Resulting in us all just following along with the story being told and making sure to not cause any chaos. After all, this is our first campaign and the GM is making sure that we're able to enjoy it.
Plus, like what was said about D&D being a story told by everyone involved, I had actually created an entire scene for a session which got used. Please note that the sessions are all done on discrd and as such there's a lot of text being typed up. So the scene I wrote was one I typed up in google docs a few sessions prior and sent to my Buddy who is GMing, as it made sense to get his imput on if its good or not.
if you're an artist and have been making art of the other player characters, maybe make some art of some of the NPCs too! if it's a NPC that is a particular favorite of the GM that's extra brownie points!
communicate communicate communicate. communication between gm and players is super important so that everyone is on the same page and makes the game fun for everyone!
contribute by bringing snacks! help pay for books and other TTRPG resources the table will be using!
thank you GM for running the game sometimes! tell them what you like about it!
Just the fact I'm ok with being a forever DM (at least in real games, online I switch often) is reason enough to say I'm happy. Only thing I really want from players is engagement in the story and overall game, so it feels like we're all having a good time, no matter what happens or how often we play.
I can agree with the stuffed crust pizza lol. Thinking about DMing my first session at some point in the future, and this gave some nice insights/ideas i could use.
Might be newbie-specific, but have at least *one* character motivation that's somewhat concrete; my PCs have things like "achieve figurative immortality," "find a path in life outside the noble family they serve," and "atone for past misdeeds," which are all nice, but they're also all very difficult to incorporate with story hooks
Please just take some time to read what I write to expand on the lore (It's usually like a pdf of 1 page long like every 2 or 3 sessions), don't interrump my antagonists' mologues and remember the general idea of the story, that's all I want.
I feel like being or not being here to "win" really depends on your definition of "win"... I mean, in many systems, succeeding in an adventure is a legitimate thing to want (of course, there are games when failure is predetermined and you just want to see how you got there, but it's a very specific genre). It's another question how upset it's OK to be about failing to do so.
Also, 'winning' should be a collective thing. I think a lot of players with main-character syndrome think they have to always be the one to do things or look cool in order to 'win.' In such a circumstance, even if the quest is successful, the group as a whole can still 'lose,' as one PC takes all the spotlight at the other PCs' expense.
Seriously can we get some love for the editor? 5:11 this kind of thing is absolutely hilarious.
was running mines of phandelver for some newbies, and they killed the main dwarf whose name escapes me at the moment, that's suppose to be everyone's long time friend and was the vital plot point for the dungeon, pretty much immediately gave up at that point
Our Bard has an ability that I think is once per Long Rest that forces one target of their spells to make a Charisma save instead of whatever save the spell normally makes its targets take. If the target then dies later in the combat, they have to recite some edgy and dark poetry.
Our DM LOVES having to come up with dark and edgy poetry for his monsters to say as they perish horribly 🤣
Give me some background info about your characters! It doesn't have to be much, even just a basic archetype you wanna play as is enough for me to think about what kinds of npcs and scenarios would be fun to play off them.
love the editors notes lol
Don't make more work for me.
Engage in the story and add to it.
Don't try everything you possibly can to completely avoid any and all encounters. I put a lot of work into those and there are clues to other things in a lot of them, so if you're constantly hitting the "skip" button on every single encounter, combat, roleplay, or otherwise, why are you even at my table if you're not going to actually play the game?
Okay so, in this one DnD homebrew campaign we were doing, i made an armadillo beastman who was also a bard (a musical one who attracts all creatures but doesn't try to f*** them) named "Burrow". Since our DM at the time was seemingly very stressed with life and the Campaign I decided to allow my DM to just mess around and bully Burrow for fun ( I got a nifty ability as a trade of for these things.)
Along side this we also had a paladin who would always get a revelation from god to check up on him for the day.
That's right, The entire Campaign "God" has a Stress ball and a therapists.
P.S. Don't worry about our DM 2 months in things got less stressful for him but we still kept the system going for him. We all thought it was fun and we got some good laughs. Burrow go thrown into so many situations, he's now a canonical legend in our campaigns.😂
PANR has tuned in.
Trust that I'm not out to try and trip you up or trick you at every turn.
Show up for the session
It was mentioned to be clear and concise about what ever your talking about, but add to that if you are playing online with people in other parts of the world, keep your cultural slang and idioms to a minimum, not to say you can't use them but be aware. This goes for both DMs and players.
Let me, the forever DM, be able to finish my vilian's monologue. I spent a long time setting him up to be the perfect challenge for them, so let me give him a proper send-off
There are several ways you can set it up so that they have no choice or would rather listen to him/her than fight, but I only give so much of a shit about that. If it's impossible to do so in a given situation, it will automatically be like a video game cutscene, that you cannot skip, and you will have to listen to what he or she says. THEN, if you want to attack him/her while they're talking, then you get first initiative. If you've figured out that the characters would dominate the encounter if they get first initiative, though i find that hardly likely, you just make it DM edict that they do not get first initiative after the conclusion of the cutscene, and each side has to roll for it. Ultimately, you are allowed to have fun your way, too. If they don't like it, they can find a new table.
@@robinmohamedally7587 they actually have been pretty respectful when ever I start a monologue. I meant in general for other players to keep in mind. Sorry if it sounded like it has happened, it hasn't.
@@sillerbarly4927 i only had one guy i played with in all these years who said "good" when i admitted that the party killed the villain of the adventure before he can give a flavorful exposition of the whys and whats. It was a villain that was created in Dungeon magazine, not one of mine, so it didn't matter to me whether they got to hear him speak or not, but just the fact that he said that, made me glad i don't play with him anymore.
Show up to the beginning of the campaign with their character ready to go.
Tbh the bare minimum is fine, it's not the dm's work to keep track of your own hit points or repeat 3 times a key story event that just happened 5 minutes ago
DM here, former player. What I want most from my players is a character arc. Yes I have an epic story spanning a year planned, but why should your character be invested in what’s happening? What can I do to rope him in, and how do you want him to grow?
If I’m making a story for them, I ask they make a story for me.
My first character was a runaway slave who was learning to trust. My DM broke his trust and triggered his PTSD by having him be wrapped in chains helpless a second time but now by his trusted employer. I imagined his original epilogue is taking down the slave traffickers, but instead after the BBEG he went home and settled down into a quiet life with those he knows and loves.
My second character acted carefree, but secretly missed home. Also, she made a mistake and got banished, so she didn’t know what her family thought of her; nor does she know the full consequences of her actions. (I didn’t either; I gave the DM three ideas and said he could make something else up).
That character never completed her arc, the campaign fizzled.
In my current campaign, I made a cult. One of my players decided his arc was tracking them down, and figuring out who his father was. I expanded on his backstory, and completed most of it two weeks ago. He was very impressed, and couldn’t wait to finally hunt down the cult leader.
The second player gave me only his trainer. I expanded it, and gave him a forgotten sister as personal motivation to try and stop the intercontinental war his king was starting.
The third player gave me a mentor as well, but resisted or ignored any attempts from me to reach out and flesh it out. My current plan is that his pompous boisterous personality blinded himself to his own situation at home, and he wasn’t as beloved as he thought.
Yes to all this
Best story’s I have ever heard
Letting your dm change the rules, or at least modifying them, and have fun with them.
Our playgroup discovered the joy and horror of playing "sieze the initative" instead of "rolling for initiative"
Understand what your dm gets out of this. Are they doing it because they want to have fun with you? Are they doing it because they want to show off a world they made? If it's the latter, then maybe be a bit more willing to concede a little bit of the silly antics in favor of more realistic actions like exploring random parts of the city, or maybe engaging with the economy they were up in some way. If they're just doing it to have fun with you as a friend, sometimes those more out there moments can be a ton of fun. Your engineer decides to use their grappling hook to dive in front of a laser cannon for an NPC they've met maybe once? It would probably hurt the experience for the first gm a little, but the second would probably appreciate it as long as you do too
Buy them a bottle of bourbon.
Many DMs have fun chewing the scenery as bad guys. So, let em. They're just as much a player and deserve fun just as much as you do.
'If I tell you something isn't part of the world, don't sulk.'
'It's fine to ask why, but not to assume you can force your pet race of subclass into my world.'
Gonna address this one, because I feel like it's missing the point.
For the same reason you love to have your own world, with your own lore, species, and dynamics, players enjoy to have their own lore, 'pet races' and subclasses. YOU have your own 'pet races,' don't pretend you don't! DND itself is a game POPULATED by -officiated- pet races. That's not something to belittle; this is a game about creativity, making characters. What is a player character but a 'pet character?' These players enjoy bringing their own spark of creativity into the game world, and maybe that comes in the form of their own race and their want to contribute. Go figure, that the game with the most flexibility when it comes to character and roleplay is played by people who are passionate about certain characters and kinds of roleplay. And yes, they might be disappointed or 'sulk' when that's shot down.
Very human response; we are emotional creatures and understand *they may be used to other styles of dming.* There are DMs who have ZERO issue with working different races into their setting (hands up!) and they might be used to my style, and having only ever seen the laissez faire side of collective roleplay, they might go on to assume you're ok with it too. There's no 'sad button' to press and turn it off, either. If someone gets hyped for that session 0, and it's only then that you say no, a respectful and disappointed response is probably the best you can reasonably expect. They probably already have a character drawn up and unless you *explicitly stated* that you will not accept homebrew races, there's plenty of room assume, so it's equally on you *to communicate* the hard no's before they even end up in that awkward position.
So in their defense, it's for the same reason that you letting their race into the world is a dealbreaker for you, that it may be a dealbreaker for them, *and that's ok.* It's ok to say no, and it's ok to be *told* no. They don't want to play a world that they feel isn't theirs in some respect, or that doesn't mesh with what they want out of the game, and you know, it's fine and this is why we have a session 0 and why we talk things out.
Admittedly this might just be a me thing, but if you've some artistic skills, why not think about lending them to your homebrewing DM? I've been designing some alien species for my DM's new space pirates campaign, plus I'm thinking about drawing up a few ships & locations & stats & all that other stuff that should probs go with it. Just trying to lend both my DM & fellow players a little window into this pretend world the only way I know you, y'know?
I am a DM in training and I thought I’d try something new for combat in my campaign. One of my players, who was an experienced DM, didn’t like it. They left the campaign as did another one of my friends because it caused him a panic attack. The sad thing was that I had plans in the future using both of their backstories and it was only the third ever session of my campaign. I don’t think I have the confidence to try to DM again
You definitely should. Don't let them define the roll for you. Have you. had a discussion about the whole thing with them? That said sometimes people are not a good fit at your table sadly.
why would he have a panic attack because of a combat system?
@@Wertzuio he was not having a good week before and thats all I’ll say as it is personal
DMs, how would you feel if I used a ring with one use of wish to give blind people darkvision and sight for 10 seconds?
Imo don't try and min max thats all that ruins it for me other than that my players are pretty good about everything else.
i play dnd to win
i dm to win
my win is when everyone has a great time and lots of fun
Talk with npcs?
I prefer "speak with animals" 😅. Well at least my Dm knows this already.
I used to use puzzles for 3rd graders in my dungeons but Hobos don't like puzzles. Always disliked that.
Role play, for the love of God roleplay. Don't be shy be active with the world
Some of this really confuses me. Ive been playing since 2nd edition and Ive never seen or even heard of a player contributing to world building or lore...
Don't ruin a big boss encounter with a bunch of stupid illusions and a questionable usage for mage hand and unseen servant. Sorry, guys. Still love you all
Be respectful to the dm, obviously if something is meant to be funny then it’s okay to laugh for a second but don’t be distracting/takeaway from what the dm or other players are doing
0:51 "the farmers wife will kill you."
Ok, but what if you invite them to join?
👍
Oh I got a good one, STOP ARGUING!!!
I liked this channel more when it was largely only about stories within the games and not (the direction its currently taking) about the game: the mechanics, interactions between players and GM's atc. I'm sure there's an audience for that, but consider putting that stuff on another channel because it is simply less fun than the stories within the game
Dude, don't go woke.
subbed for trans inclusion, good job!
Don't go woke
As an old school D&D player (as in before most of you were born), listening to most of these.........WTF is pnprpgs anymore?!?!?!? Like, FFS people just dont get it......
Don't buy D&D Beyond content. WotC is a terrible company that deserves none of your money. All the info you need is available online.
I personally don't mind if a good dm puts in one of their own pc's into the game so everyone can play along and have fun with the game regardless if it's a oneshot or a multi year campaign.