| Post/Author/DateTime | Post |
|---|---|
| DungeonMaster_3510-20-05, 04:16 PM | Let's say I've got a player who likes to read through the DMG and the DMG II. Now normally this wouldn't be a problem except that this player, after reading how a DM should DM, keeps butting in and reminding of rules and telling me how I should DM. Now I have tailored a few rules to fit my campaign and have my own DMing style, as I'm sure you all do. I don't think that anyone sticks to the books exactly. I'd like to know how you would handle this player without insulting him. |
| scott64410-20-05, 04:20 PM | Now I have tailored a few rules to fit my campaign and have my own DMing style, as I'm sure you all do. This quote pretty much sums how. Tell him something along those lines, prefaced with a "no offense, but" comment to soften the blow. Perhaps express appreciation for his input as well after this, accompanied with the request he should perhaps not provide it in the middle of the game session. |
| Illion the Red10-20-05, 04:25 PM | Let's say I've got a player who likes to read through the DMG and the DMG II. Now normally this wouldn't be a problem except that this player, after reading how a DM should DM, keeps butting in and reminding of rules and telling me how I should DM. Now I have tailored a few rules to fit my campaign and have my own DMing style, as I'm sure you all do. I don't think that anyone sticks to the books exactly. I'd like to know how you would handle this player without insulting him. Leap across the table and shove that can of Mountain Dew down his stinking, ungrateful throat! OK, so maybe, that's not the best approach. I'd respond with a simple smile, nod, and statement along the lines of this: "Thanks for pointing that out. For the flavor of my campaign, I changed the rule slightly. If you want to chat about it after the session, I'd be happy to, but let's get back to the game so that everyone can enjoy." |
| Vaelan10-20-05, 04:36 PM | Your post is too vague for us to really have an idea of what is happening. If you want any feedback worth listening to, give us specifics. What, specifically, does he do that constitutes telling you how you should DM? When does he remind you of the rules? Is it when you appear to be making something up because you don't know the rule or is it when you're acting under one of your house rules? Is the player aware of the specifics of your house rules? If the player isn't aware of the house rules, he is probably just trying to help you. |
| rbrt_Spade10-20-05, 04:48 PM | i would say, this is the way i dm-find another dm then or do it your self :rolleyes: . your right every dm has thier own tastes and ways to dm. also the dmg recommends that you talk with the player after the game and say hey- your making the game bad or the like i would laugh if the player saw this thread... |
| drake_vampiel_d10-20-05, 04:51 PM | take him aside before you all start up a session and mention that you changed some of the rules to fit your campain and remind him of the 2 major rules in D&D 1) what the DM says goes and 2) make sure everyone is haveing fun. and then just remind him of how little people like game lawyers in a nice way. |
| Talonz10-20-05, 05:03 PM | If he's being polite and accepts your decision/explanation, then there shouldn't be a big issue, unless its constant. If he's being rude or argumentative, or is constantly questioning you, then you need to take him aside and explain that you are running your game. He is welcome to run his own game if he likes, but while in your game he needs to let you DM and ensure he is not interupting the game pointlessly. And that he needs to smarten up and be a team player. |
| Shaken, not Stunned10-20-05, 05:11 PM | Your looking at this the wrong way. I love to have a player who thinks they know the rules as well as I do. They help me catch my mistakes. I have this one guy who is pretty sharp with rules. Occasionally, he'll pipe up and say "I don't think that's right." I respond with, "Really? Look it up for me, then." He looks it up. I am right, the game moves on. Or not. I fix it, and move on. Then, next time I forget something, I just say, "Hey, I forgot this rule, look it up for me real quick, would ya'?" He looks it up, and the game moves along. When it comes to DM style, I don't get any complaints. Last time somone said anything, I told 'em to **** off and we were done with it. I'd suggest a more diplomatic approach, but that same message needs to be delivered. Unless he is right. Have you thought about that? And even if you don't think he is, you might consider that he is your player (audience), and if he is having a problem then at least 20% of your target is openly dissatisfied, which means another 20% is probobly quietly dissatisfied. Or it is just the one problem player. Just a few ideas to think on. |
| KJW10-20-05, 05:17 PM | As for House Rules I try to make sure my players know all my House Rules before the game, sometimes I give a handout with a new rule and an explanation for it as well. In truth, I have very few House Rules so it is easy to inform my players. Now sometimes I get called on a rule during a game. My rule is that if a player politely brings up a rule issue I will consider it, maybe I am doing something wrong and if so I should immediately correct it. If they are not polite, which includes constantly bringing up rules and being disruptive, then I tell them to wait till after the game to discuss it with you. For the most part, if you are polite, fair, and firm your players will give you little grief. |
| Some_call_me_Tim10-20-05, 05:24 PM | Now I have tailored a few rules to fit my campaign and have my own DMing style, as I'm sure you all do. I don't think that anyone sticks to the books exactly. I try to stick to the RAW as best I can. Why, you might ask. Well, because it involves player expectations, not that the written rules are perfect. Unless I specifically inform the players that skill X works like this and feat Y does this instead, the players will expect them to work as written. If you alter rules you should provide a simple reference for changes, additions, and most importantly clarifications to the core rules so the players know how the world works. A written list also makes sure rulings are consistent. As for DM style, I would ask the player to forget what the books say and ask what he thinks is wrong with your style, ask for examples. Every DM and player should try and listen to feedback, as D&D is a cooperative game and everyone needs to help build the game they want. Remember, it doesn't matter one iota what the book says if you (and your players) are having fun the way you play. |
| 2E Ranger10-20-05, 06:00 PM | As a general rule of thumb, I think house rules should be only applied for flavor 95% of the time. If you are changing an aspect of the game to give your setting a unique feel, then you're doing it for your PLAYERS. Let your player know that you think you are working in his best interest, even if that means he can't shoot laser beams out his eyes. On the other hand, if he is arguing about mechanics that you use, such as how far a dwarf can move in heavy armor...or what actions provoke attacks of opportunity, then he is a bit more justified. I recently had a DM who didn't want to play every battle with a map, if you can believe that. I got in his face about it, telling him that it made my Combat Reflexes absolutely useless, along with my entire character concept. He was eventually won over, and order was restored to the universe. However, if he is the kind that cites rules that don't exist, or existing rules incorrectly, I would second the Mountain Dew can down the throat sentiment. |
| Arcen10-20-05, 06:19 PM | There was a thread earlier this week that talked about how much damage a bottle would do. This would be a perfect opportunity to test that. :evillaugh |