[a Friday post for folks to muse over during the weekend while I am...hopefully...very busy with playoff volleyball matches]
Dear JB:So recently we quite a split session in terms of enjoyment. I’m still a fairly new DM so for most of this campaign I have stuck to what I do best which is creative combat scenarios. We usually have about 1-3 fights per session and while it is not the focus of the campaign to fight it has become something they expect. The problem is we have two people in our campaign who are not as suited towards combat as the other 2 so I wanted to come up with something they could excel in as well.For my most recent session I created a bit of a mystery for them to solve, relying more on talking and role playing than it does bludgeoning people. At first I thought it was going really well, they were meeting people in the town and making good progress, but by the second half of the session the two fighters were not having it. Neither were listening to the conversation they were actively a part of with one of them just laying on the floor while I was trying to roleplay. I tried to get the party moving by foregoing the mystery and telling them exactly where to go next but they didn’t really care.At the end of the session both the fighter players told me that my DMing kind of sucked and that this story was terrible. The other two players seemed to have enjoyed it but after a 3-1 vote they opted to wander into the woods, leaving the story to do literally anything else than that.I don’t think that the story was terrible, in fact it was probably my most well put together quest yet. I can understand why they may not be happy with the story since they have done so much fighting previously I made it clear fighting was not the centerpiece. Am I in the wrong here?My Players Say I'm A Terrible DM
Dear Terrible:
I am going to disagree with 99% of the more than 300+ reddit comments that said (summarizing) that you are an awesome DM and these players are jerks who should be grateful and kissing the ground you walk on. As my kids would say, "They're glazing you, bruh." Your campaign was going well, you shifted gears, you ended up with bored, complaining players, and when put to a vote (?!) they voted 3-1 to abandon your "well put together quest." That sounds like a pretty solid indictment to me.
Or, as my ten year old daughter concluded (after I read her your letter): "He was dumb. They're playing D&D...it involves fighting."
But set all that aside for a moment and let's address the problematic elephant in the room: the "eternal struggle" of a would-be DM to find and retain players.
The RPG genre of gaming suffers from being both odd and ill-defined; it is not an "easy sale" to potential players. Certainly it wasn't back in the 80s and (OMG) the 90s. And while the recent spike in D&D's popularity has made it an attractive pastime to all manner of individuals wanting to give it a whirl, the majority of these newbs have little clue what they're getting themselves into. People say D&D was a "fad" of the 80s, but for me it seems more "faddish" now than ever before, with all sorts of bandwagon types wanting to geek out and pretend they're elves and whatnot.
Real life is stressful these days. The fantasy escapism of D&D offers respite. Go figure.
But every DM, on some level, has worries about finding and retaining competent players with the proper chemistry to make their game sing. And just like sports teams drafting players, different DMs have different approaches to how they "stock their roster." Some DMs just want warm bodies. Some want friends. Some look for experience. Some look for "good role-players" (*sigh*). But all DMs want players...because the joy we experience in creating our world can only reach its fullest expression when shared with others. And once we have them, there's often (always?) that nagging doubt in our minds that we may not be able to keep them...that they will dislike us, or our game, or find 'something better to do,' or (Lord, no!) find a better DM to play with.
It is a childish and false narrative, but it is O So Human to find these thoughts creeping through the dark corners of our minds. It happens in all spheres of interest and importance: our work, our marriage, our standing in the community, etc. It is a subconscious narrative born of past failures and the idea that (painful) history will repeat itself and we will suffer as a result.
Hey, folks: life has ups and downs. That's life. Get used to it.
Let's wander back to your issue, Terrible: you run a campaign for four players. You state you're "fairly new" but you have already ascertained that what you do best is "creative combat scenarios." You note that it is a "problem" that two of your four players are "not as suited to combat" as the others...not ill-suited, but not as suited.
You then proceeded to "fix" this problem by going away from what you do best by crafting a mystery scenario that YOU feel is your "most well put together quest" ever. And three of the four players balked.
Why O Why are you trying to "fix" things that aren't broken? Why O Why are you trying to cater to your players? YOU have a perception that there is a problem...when no one (apparently) was complaining...and then when people say your "solution" SUCKED you whine about it and try to justify how great it was and complain about how terrible your players are.
No.
Listen, pal: you want to be a Dungeon Master? Then be a Dungeon Master. You create the world and the players create their characters, and then you run the game. If the characters are poorly suited to the rigors of your world, they will DIE and then create new characters...presumably characters more viable to the world you're running.
Now, it could be that YOU are the one who is the person who is actually interested in running investigative, mystery adventures, NOT the players themselves. And that is your prerogative as the person running the table! You have the power! You are in control! HOWEVER, note the following:
- D&D is not a particularly good RPG for investigative and mystery scenarios (though, there are many other RPGs that do fine in this regard), and
- The players currently at your table may NOT be interested in this type of game. And presenting them with adventures they dislike will (probably, eventually) cause them to leave your table, as is their prerogative.
And that's FINE if they do. It doesn't mean you're a bad person. It does not mean you'll never DM again. It does not mean you'll never put together another group of players. It simply means that THESE players are not interested in the game you want to run.
And wouldn't you rather have a table of players that ARE interested in the game you want to run?
Do not cater to players. Do. Not. Run the game you want to run...enthusiastically, with verve and vigor. Love your game; love your world. It's the only way you'll find the energy to endure the work...real work!...of being a Dungeon Master.
The players will come and they will be far more engaged than if you are wishy-washy on just what kind of game you're running. Players want to play (duh). The game has rules that limit the boundaries of what is permitted. Embrace those limits: they set parameters and inform understandings of what the game is as well as what it isn't. If you start knocking down those fences, you will find your game morphing into something undefined and untenable. Bad, bad news if that happens.
Fortunately, it's not the end of the world by any stretch of the imagination. You created a scenario that the players bitched about it. It happens. Forget about the players...write the scenarios you want to run. If the players aren't on the same page, they'll leave. Which will make space for players that are on the same page. And, ultimately, with regard to players, that's the best you can hope for.
Sincerely,
JB