this post was submitted on 20 Oct 2023
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Hey y'all, I've been thinking about this for a while and I was wondering if there was any advice here, perhaps people who have been through something similar.

I've been DMing 5e for a while; I started maybe 7 or 8 years ago in college. I ran LMoP for my roommates to begin, and I had a campaign that lasted two semesters for a different group of friends. That second one was super homebrewed, and hugely successful in that it seemed like everyone had fun. But throughout that campaign I realized there were a lot of things in my game I wasn't satisfied with, especially in regards to combat and the "difficulty" of the game. PCs blew my encounters out of the water and took long rests whenever they felt like, and I wanted there to be stakes, dilemmas, etc. That stuff has been pretty widely discussed online and I have learned a lot since then.

Since then I've only had one group stay together for a reasonably successful campaign, and I thought I could do more or less the same as I had done before, but better. I had one player from the previous campaign as well, which I thought would be a boon. He's my best friend and I love the guy, but I realize now he just doesn't like the way I have evolved my DMing. He doesn't like how there's not always time to take a long rest or fighting without all his resources, he doesn't like encounters more complex than running into the fray to swing swords and cast spells, and he doesn't like that the characters might die now. He's been pretty open about this, and he's told me that in his opinion, the way the game should go is the players face some obstacles but they overcome them, and it's unsatisfying if they don't, and character death is unsatisfying and unfair, and imo if I read between the lines he basically wants to be able to run his warlock into an Annis Hag and know that he will come out the other side alright.

To be clear, this isn't a bash-my-friend post or a problem-player post, I appreciate his honesty and how he knows what he wants from the game. The problem is I am having a lot of fun with the things I've learned, and I don't wanna go back in the playhouse. So the question is how do I handle this and AITA? Would I look for a new group, or is that me thinking the grass is greener with folks I don't know very well? I don't want to run a game that my friend will get tilted in, but I am so bored with running simple encounters that get exploded by a party that gets a long rest between every fight. Help please.

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[–] [email protected] 4 points 1 year ago* (last edited 1 year ago) (1 children)

You said in another comment that you enjoy DMing a game that has unpredictable results for the DM as well. A lot of good advice has already been given, but might I suggest giving your players more agency that you'd most likely see falling into the realm of the DM usually, so they create unexpected events for you as well?

Say you have the character of your friend destroy said Annis Hag, but blast! she had a curse prepared to fall upon anyone who would dare defy her to the point of death. Now instead of throwing your idea of a punishing burden on the player, you could instead go: "You can feel an evil magic engulfing your very being. It muddles your senses and try as you might, you are incapable of escaping its grasp. As it burns itself into your very bones and soul, you feel one of your abilities weaken. Which ability is affected?"

That way the player retains agency, can pick the least punishing option (in their opinion), have consequences but it doesn't feel like they just got punished for doing well or making a choice just as much as you simply deciding "That's how it is now. Enjoy!". Could also add an element of chance and put it down to a roll of the dice, but that might again feel too arbitrarily punishing to that character.

The curse then mightn't just have that main effect, mind you. But at least the worst one is more down to what the character feels and fears rather than what the DM wants to dish out. It will also give you something to ponder and think about in how to work with whatever the player chose or came up with. You could let them describe how the curse alters their appearance, do they suddenly have a mark on their skin? If so where, what size, shape and color? Now you have a PC with an odd mark of their own imagination and you can build on that. Or the player might come up with horns sprouting from their head, etc. Using this, you can have NPCs react to these changes and really play into them.

Player Agency might help alleviate the feeling of it being a punishing campaign, by giving them some room to breathe in all the pressure and stress.

[–] [email protected] 3 points 1 year ago (1 children)

This seems like a neat idea, although I worry that if it's not executed right it seems like I'm just making up weird stuff to make the game harder. As it stands, I stick to the RAW pretty closely so that I feel like I'm being reasonably fair. I tend to doubt myself a lot when I homebrew mechanics that work against the player.

I think I mentioned the word in the post but didn't elaborate: dilemmas. It seems like this is a big part of what you're suggesting: letting the players take part in deciding what negative consequences they suffer where there is no answer that is strictly positive for the players. I do feel like I have failed to present my dilemmas in a way that gets perceived as fair, it just seems like the players assumed that there must be time to loot the vault and escape from the demon without consequence, when I was trying to make it clear that they can either get away quickly, or loot the vault and have a powerful enemy catch up to them.

And to be honest that's kind of been the most fun I've had is when I offer a choice between safety without maximum reward, or taking a risk that requires a clever solution to escape from. I feel like I telegraph the danger but I can't overcome this underlying assumption that I'm not actually going to follow through on the threat.

[–] [email protected] 1 points 1 year ago

Yeah, alright. Can you provide an example of how you present the choice during a session? Maybe it's really as simple as being far more on the nose with how you say it?

I've found my players often really do not grasp implied information and it just leads nowhere. But I get the feeling you're already really clear with how you approach it.