Sunday, July 13, 2025

"Dear JB" Mailbag #35

Still in Mexico and having a great time...


Dear JB:

My sample size isn't dozens and dozens, but I do DM for more than one group. A really sad pattern I've seen from my players over the last few years is fewer and fewer players having actually read the fucking rules. And I don't mean cover to cover. I mean, they haven't read the just the main section of rules for Ability Scores, Combat, and Spells. Those 20 ish pages give you everything you need to actually play DnD beyond reading your personal race and class, and yet more and more players (especially if they are 25 y.o. or younger in my experience) just haven't actually sat down and read the rules. This is doubly true if they got their first exposure through a DnD show or podcast. And this isn't just for new players either. I've had people playing for months and months who, even after deciding they like DnD and want to keep playing have never actually figured it out. Don't actually know what the numbers on their sheet mean. Can't read a spell block. I can't think of any other game where anyone would tolerate playing with someone for months who has never actually read the rules. I've tried to enforce it, and yet no one wants to. So we tolerate the pseudo-understanding of the rules. Instead of sitting down and really understanding it all from day 1, we get constant slowdowns each session from rules confusion. I'm just frustrated. Rant over. 

 Tl:dr Old man shakes fist at illiterate zoomers


No One Reads The Rules Anymore


Dear NORTRA:

So f'ing what?

I've had people with zero experience sit down at my table many times over the last four decades. We make characters and we get them up to speed and then we play the game. Those who enjoy the game will return and play again (when invited, of course); those who love the game will go out and buy the book(s) and read the rules, so that they're informed.

We are talking about players here, right? I often joke (well half-joke) that players are a lazy lot. And they ARE...in comparison to the Dungeon Master. It is imperative that the DM knows the rules because the DM is the conductor and arbiter of the game. The Dungeon Master does the bulk of the work of the game, certainly all the 'heavy lifting' (creating and running scenarios). It's not that players are stupid or incapable; many are very intelligent and very capable. But they don't have the burden of responsibility that a Dungeon Master has. 

That being said, there is a reason that players who -- after trying the game a few times and deciding they love it and want to continue playing it -- go out and buy the books and read the instructions. It is because they want to get better at playing, and having knowledge gives them more power. Power to overcome the consequences of playing a challenging game.

So, NORTRA, let me ask: Is your game challenging? Is it consequential?

Because I'll tell you this: my game is. Players who walk around my world, blissfully unaware that their actions have consequences, usually DIE. Often badly. 

That is to say, their characters die, of course...characters being the avatar and vehicle by which the player interacts with the game world. Presumably you play 5E, so you are probably operating under a myriad of misapprehensions about what D&D is and the objectives of play and whatnot, mainly because the publishers (Wizard of the Coast) don't care whether or not people understand the game or even read the rules, so long as they BUY the rules and put money in their coffers (*ka-ching!*). 

As such (that is, because of those misapprehensions), it is quite possible that you DON'T run a challenging, consequential game. Because 5E play is not about challenging players these days, and it's not about enforcing consequences, certainly not for poor play. With its "death saves" and required "player consent"...are you kidding me? The 5E DM is expected to be a dancing monkey for the players, and it sounds like what you're running up against is that you don't like being a dancing monkey for a bunch of lazy slackers who (suffering no consequences for their ignorance) can't be bothered to lift the smallest finger when it comes to making the game run smoothly.

So, "old man," my advice to you is to run a different game, preferably 1st Edition Advanced Dungeons & Dragons. As the Dungeon Master, YOU get the say over what system you run. It shouldn't matter to players who don't read the instruction manual anyway, and if they bitch and moan just point to the 5E PHB where it says:
The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You're the 5e DM, and you are in charge of the game 

 Ultimately, the Dungeon Master is the authority on the campaign and its setting, even if the setting is a published world
And the 5E DMG where it says:
the DM interprets the rules and decides when to abide by them and when to change them
Then tell the players: "I am exercising my authority as a 5E Dungeon Master to change the entirety of the system to conform with 1st edition AD&D rules."

Once you've done that, you'll find it far easier to manage the game: the instruction you need to give the players (when they fail to read the rules) are plenty easy to explain, and you'll have far more time for world building and adventure creation...the main draws for a person wanting to be a Dungeon Master. What's more, the AD&D rules can be downright punishing to players who fail to learn or give effort; you will soon cull your table of those who wish only to be "tourists" of the D&D game, and instead you'll find yourself with quality people striving to refine their skills and improve the campaign as a whole.

Sincerely,
JB

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