Dear JB:I'm done, i give up.Some of my players, who I think are my friends just can't be pleased.They always make a characther that don't fit the story, have no motivation and, of course, he uses everyone's favorite excuse "It's what my characther would do"I made a characther, she was supposed to be important, they were in her house, they knew her name, characters as well, she was a construct, she does not adress someone until they show her respect, so they were calling her names and slurs trying to get her attenttion, one of them try to touch her breast, she teleported him out of the house, then he spent the whole game complaining, then there was another player, who just rode his hate train, only one was repectful to her and had a conversation, 1/3 players cared for campaign.I just want to get this out my chest and say that i'm at my limit, i quit, i give up, i am done.I'm Done DMing
Dear IDD:
Sometimes, people need to vent. It's always good to have someone (hopefully a good friend) to whom you can vent without judgment...that is, without them judging you. It's also good to have them not offer you any advice until you're done venting...a little trickier, because the usual impulse (especially among friends) is to jump in and support your complaints and frustration, just stoking the fire, until your venting session turns into a full-on "pity party." Bitching and moaning (something we all do...including me) is hardly ever constructive.
So. I am going to pretend to be your good friend. I'm going to let you vent and get the shit out of your system. And I'm going to let that sit there for a moment.
Are you done? Okay. Cool.
Do you want to be a Dungeon Master? Or don't you?
If the answer is NO, that's fine. Not everyone is cut out for the job. Does not make you a bad person or a failure...and it doesn't mean that you might not (some day) decide to change your mind. But for right now, if you don't want to DM, then don't...it will be a heavy burden lifted off your shoulders and you can still enjoy a nice, fine life...perhaps one that still experiences the pleasure of playing D&D (just not as the DM).
However, if...after venting and then taking a moment and a few deep breaths and settling down..IF you actually still want to be a Dungeon Master, then buck up and let's get down to brass tacks.
As a DM you are (probably) going to encounter a whole variety of players, all of whom have flaws and foibles and their own particular ways of being obnoxious. As the DM, your job is to run the game...and if you run it correctly, the complaints you're voicing won't be an issue.
You said that you think of these players (or thought of them) as friends. Great...it's always good to game with friends. But friends (just like all people) have minds of their own. And when it comes to the game of D&D, which empowers players to have agency ("freedom of action") within the parameters of the game, it's not a great idea to have too many expectations of what you consider to be "right" behavior. Or, to put it another way, if you have ATTACHMENTS to what you want to see happen, you better be ready for disappointment.
Because that is the game. You write that only:
"...1/3 [of the] players cared for [my] campaign..."
But do YOU care for your campaign? Because the DM is the only person who is obligated to care about any particular campaign (and, to be fair, even the DM need not care about the campaign they're running...but such "no care" campaigns are likely to be very short-lived).
Players will only "care" about a campaign if they are heavily invested in it. This investment only comes from time and effort spent engaging with the campaign (i.e. running characters though adventures in the world you've created). That's it! And the MORE time and effort spent doing that, the more investment they will have.
But until they have that investment (which only comes from time and effort)? Don't expect a lot of "caring" from the players.
So then, the question becomes how do I get my players to invest their time and effort into the campaign? And the answer is: by giving the players content that encourages player engagement.
You complain that the players make characters that
...don't fit the story, have no motivation and, of course...uses everyone's favorite excuse "It's what my characther [sic] would do..."
You are a DUNGEON MASTER, not...repeat NOT...a "storyteller!"
Your players are not actors, nor are they characters in a story or play following a script. They are creating characters to act as their avatars for a game that you are running. If I am a player in a game AND the rules allow me to play a tiefling battle-mage AND I think that would be a cool way to play the game, then guess what? That's what I'm doing and you, IDD, are S.O.L. because that is the game.
Don't like it? Play a different game.
And, by the way, that statement is meant to empower you, IDD. Because YOU are the DM and YOU have all the power when it comes to the game being run.
Guess what? I don't have tiefling battle-mages in my game, nor anything else that I don't want. Because I'm the DM and I say what goes. I am very clear with my players: "I am running AD&D, and you can play any character out of the PHB, including the bard in the appendix." I could also say: "I am running modified AD&D and you cannot play a non-human in the game, nor will we be using the rules for psionics and bards." Or I could say: "I am running Classic Traveller with supplements A, B, and C." Or whatever. Because when I'm running the game I am the one in control.
Got that? Take back your power, IDD.
So you created an NPC construct that you expected the players to respect. Okay. Why did you expect them to respect the construct? What were the consequences of being disrespectful? Sounds like there were NO consequences, other than being teleported into the front yard...not very consequential. And your player complained about it...was the player informed that there'd be consequences? Did you make it clear WHY they needed to be deferential to some robot they'd just met?
See, there are going to be people out there who tell you "oh, your players are assholes, kick them to the curb." But let's look at how you're running your game, IDD...let's look at what you could have done differently. When my players' characters encounter a nobleperson they are expected to "respect," guess what? They do so, because they know damn good and well that they could be clapped in irons and thrown in a dungeon by the noble's soldiers if they don't. Same holds true when conversing with powerful wizards and patriarchs...there are CONSEQUENCES for bad behavior. They might not be able to get that magic item identified or that stone to flesh or raise dead spell cast or they might get cursed or geased or polymorphed or the NPC won't buy the magic item off them that will pay 10,000 g.p. or WHATEVER. You want your players to respect your NPCs? Give them consequential reasons for doing so.
If you don't, then it won't matter if you kick these particular players or not. You're just going to run into the same crap behavior...over and over...because YOU are running a crappy, inconsequential game.
I've met very few people who were 100% nice 100% of the time (and I'd guess that...of those I have...their closest friends and families could tell me stories of times they weren't). People who want to play D&D...a game about fantasy adventure that is inherently violent by design...are, at heart, individuals who don't mind some transgressive behavior. Not only do they not mind it, they want to experience it...in the game. That's (part of) why they play.
But in the real world there are consequences for transgressive behavior. Hard to get a job as a coffee barista when you insist on wearing an "I Heart Hitler" t-shirt and tattooing a swastika on your face. Hard to stay out of jail when you keep robbing and murdering people. Hard to get a date when you refuse to take a shower and grope every good looking person in arms' reach.
If you want to limit players' transgressive behavior in the game, then you...as the DM, the person with Absolute Power...must implement and execute consequences for their actions. Sure, the average D&D campaign is pretty wild and woolly, compared to the real world with wandering Chaotic-types found in abundance. But such a setting also has plenty of "frontier justice," not to mention "draconian laws" and "cruel & unusual punishments." The average good-aligned paladin or ranger deals out a LOT of murder...and they aren't always nice about it, ya' dig?
Don't do the crime if you can't do the time.
When the players know and understand that their actions are consequential, they cease taking actions that hurt them in the game. Or, at least, they'll stop complaining. Or they'll leave the game and you can fill the table with players with the balls to deal with the consequences of their actions. Regardless, it will curb the behavior at the table.
I will note, however, that your game still needs to be engaging. Players are an independent lot, and they will find ways to "make their own fun" if you aren't on the ball so far as giving them proper adventure. If groping your precious NPC and getting a rise out of you is more entertaining than the adventure opportunity being offered, then you might need to up your game. And if you're unable or unwilling to do that, well then you really are only left with the options of quitting or running a game of absurdist, un-fun "D&D." Which would suck and is not something I'd wish on anyone.
Good luck, pal.
Sincerely,
JB