DM Pet Peeves

Post/Author/DateTimePost
#1

Barky

Feb 05, 2015 19:45:53

I have a few pet peeves with D&D. There are simply things about the game that I don't like.

 

The cool thing about it, though, is that D&D is (almost) one big optional rule set. Yeah, you probably shouldn't mess with the fundamental mechanics, but you can probably get rid of classes, spells, or armor that you find objectionable.

 

So what's a DM to do? What if your players like those features? You probably don't want to be that DM, the guy who says no "just because". That always seemed like a pretty nasty way to play.

 

The right way seems to be tailoring your campaign around those peeves, effectively writing them out with logical reasons. You have to apply those reasons evenly across the entire campaign so it doesn't seem vindictive or random. Finally, most importantly, you have to let your players know those limits, right off the bat, before the game even starts, so they can adjust accordingly 

 

Of course, you're not off the hook. You're still obligated, in fact perhaps more so, to make the campaign interesting, exciting, and fun. The players had to sacrifice something to play by your rules, you have to reward them for it. You might even want to give them a way to earn those pet peeves in the campaign. 

 

Do other DMs have pet peeves? Do you grin and bear them? Or do you write them out of your campagin somehow? Or, is the writing pet peeves out of a campaign a horrible, selfish idea?

 

I have my pet peeves, here's what they are and how I "solved" them. http://community.wizards.com/content/blog/4184196

#2

iserith

Feb 05, 2015 21:41:57

I'm not bothered by classes, spells, armor or other stuff like that. If the players want them in the game, they can have them. We discuss these sorts of things during Session Zero.

 

The only pet peeve I have is I don't like players to ask questions of the DM during play. I prefer they instead take actions or make declarations. Not "Is there a door?" but rather "I want to look around for doors." Not "Can I approach the king?" but "I try to approach the king." Questions drive me up a wall. This includes asking whether they can make ability checks or the like - ARGH.

#3

Angry_Steak

Feb 06, 2015 0:08:02

I got pretty frustrated with my group the other day, but I'm chalking that up to burnout.

 

Here are a few of my peeves:

 

- People that show up, especially 10 minutes late, and expect to play without a character.

- Same as above, but when they refuse to use a pregen.

- Players that roll dice across the tables/players that use heavy/large dice.

- Players that refuse to use/download the Basic Rules, and instead fight over the 1 PHB (that I own)

#4

CCS

Feb 06, 2015 1:09:26
Some of mine: 1) Psionics. I don't like them. They simply don't exist in games I run. End of discussion. / 2) Players who try and tell others how to play their characters. As in: "No, your character doesn't do that" We've got 2 of these in our Tue. Game.... / 3) Drow (and other "monster" types) as PCs. I won't generally say "No." Unless they REALLY wouldn't fit the game to come. But I don't make it a secret that I'll have the vast majority of the npcs treat your character exactly like they would any other monster of your type. So if that sounds fun to you, by all means roll up a Drow or something.... / 4) Players who expect everything to be solvable by just a die roll. Especially searching. In order to find things in my games you have to feed the story. So those who describe what they're doing have better odds. Those who rely upon "I search. I rolled x" will be frustrated.
#5

Barky

Feb 06, 2015 3:34:11

 

Angry_Steak wrote:
#6

Barky

Feb 06, 2015 3:38:15

CCS wrote:
#7

strider13x

Feb 06, 2015 3:47:08

Isereth's advice has lead me to talk to my players about the "DM may I?" problem. It is becoming a peeve but I understand old habits die hard...

 

Dragonborn and Teiflings. For some reason they bother me and take the wind out of my sails as a DM. I hate saying no to something in the core PHB but it takes away from my fun. Thankfully our current campaign no one selected either.

#8

redhollywood

Feb 06, 2015 4:09:42

One of my biggest pet peeves is a group who wants to solve everything by fighting. Instead of looking for info or trying to interact they just say "I swing my sword at it" I feel it takes the spirit out of the game. 

(Reply to #2)

Llenlleawg

iserith wrote:
#10

Angry_Steak

Feb 06, 2015 5:59:45

Barky wrote:
#11

Noctaem

Feb 06, 2015 6:08:27

Angry_Steak wrote:
#12

Angry_Steak

Feb 06, 2015 6:38:14

 

@Noct (phone won't quote)

 

I've considered tightening things up and encouraging my players to take responsibility for their items; in the very least, their character sheets. I'm not sure how to handle their lack of dice. Roll for them? Hand them my own dice whenever they need it? Would buying a cheap folder for a first timer's sheets help to encourage taking responsibility?

#13

iserith

Feb 06, 2015 6:44:13

Llenlleawg wrote:
(Reply to #6)

CCS

Barky wrote:
#15

AaronOfBarbaria

Feb 06, 2015 6:50:58

If you run your game in a store and someone shows up within their dice, I suggest encouraging them to buy some to use for the session.

 

Same with a pencil if they didn't bring one and the store you game in sells them.

 

...and if the player can't keep their character sheet together or forgets to bring it to the game, there really isn't anything I can do for them - that's like trying to play baseball and not remembering to bring a bat.

#16

Noctaem

Feb 06, 2015 7:01:19

Angry_Steak wrote:
(Reply to #2)

Ranthalan

iserith wrote:
#18

eleran

Feb 06, 2015 8:44:54

iserith wrote:
(Reply to #9)

Coredump00

I'm thinking about implementing this concept, so let me take a swing...

 

Llenlleawg wrote:
(Reply to #2)

Coredump00

iserith wrote:
(Reply to #18)

Coredump00

eleran wrote:
(Reply to #20)

AaronOfBarbaria

Coredump00 wrote:
(Reply to #21)

eleran

Coredump00 wrote:
#24

Imaculata

Feb 06, 2015 9:35:19

Elves. I can't stand elves. I don't like drow, nor half-elves. Whenever a player chooses to play one, I just sigh, and realize that I'm probably expected to include them in my campaign now.

#25

iserith

Feb 06, 2015 9:49:27

eleran wrote:
#26

iserith

Feb 06, 2015 9:49:53

Coredump00 wrote:
(Reply to #24)

Ranthalan

Imaculata wrote:
#28

Archon007

Feb 06, 2015 10:05:30

Barky wrote:
#29

DarthMacho

Feb 06, 2015 10:44:44

For some reason charm spells annoy me. In our 4e campaign, my wizard had the "Fast Friends" spell, and every potentially awesome confrontation with enemies started out with my wizard attempting to make friends with them. A more exprienced DM could have rolled with it, but it was my first campaign, and it annoyed me visibly, which I actually regret, so maybe it's just me.

#30

Noctaem

Feb 06, 2015 11:20:00

DarthMacho wrote:
(Reply to #30)

bawylie

Noctaem wrote:
#32

Xaspian

Feb 06, 2015 12:03:49

Noctaem wrote:
(Reply to #32)

Ranthalan

Xaspian wrote:
#34

Orethalion

Feb 06, 2015 12:09:54

AaronOfBarbaria wrote:
#35

Orethalion

Feb 06, 2015 12:12:44

As for pet peeves, one of mine is when a player gets impatient and tries to rush the other players through something in order to get to a situation he finds more interesting.  Especially when those other players don't do that to him.  Grrr.

(Reply to #30)

DarthMacho

 

Noctaem wrote:
#37

Noctaem

Feb 06, 2015 12:59:34

DarthMacho wrote:
#38

DarthMacho

Feb 06, 2015 13:20:42

No problem, I really appreciate you calling me out on my poorly written post. You'd never know I was an English Major in college by reading that one, lol.

 

Also, I think "Fast Friends" was a particularly annoying power that I also wasn't ready to deal with. I'm hoping that with more experience, and the transition to 5e, that I'll handle these situations more easily.

 

The player in question always had an interesting approach to the game. She would always attempt to make friends with the monsters first, but she would always gravitate to the most destructive attack spells when choosing powers, which were mostly ranged area bursts. She would stand in the back and get annoyed with the characters in melee because sometimes she couldn't place them without doing collateral damage to the party. Overall the campaign was a lot of fun, and the player did a lot of awesome things in the campaign.

#39

DaveDash

Feb 06, 2015 14:19:51

My biggest peeve with 5e is the vague rules. Yes, I know this was a design decision.

You can mess things up easily (i.e.make a ruling that leads to something being overpowered or underpowered) and quite often have to reverse your initial decision later, which leads to a more inconsistent experience with the players.

My other peeve is DMs who ask for rolls for trivial stuff that even I could complete without fail.

#40

edwin_su

Feb 06, 2015 15:05:36

DaveDash wrote:
#41

iserith

Feb 06, 2015 15:54:40

edwin_su wrote:
#42

Devils-Advocate

Feb 06, 2015 16:08:44

edwin_su wrote:
#43

sirkaikillah11

Feb 06, 2015 16:14:52

I think it is totally alright  for a dm to ban the things he does not like in his campaign. it is important to communicate such things early.

 

As a dm im open to just about anything and have developed subraces and prestige classes with players to accomidate their game experience.

 

I have two pet peeves, number one being the loser Larry pc. The loser Larry pc is always doing things, accidentally of course, that is detrimental to the pcs. the loser Larry pc is just for Trolls, players concerned just with destroying the campaign, creating conflict within the group and ruining everyones experience. For people like this its a petiful way to exercise power and control over others like a bully. Loser Larry and Trolls get the boot from any game I GM.

 

The second pet peeve are players start thinking about what thier pc will do only on there turn. I would like players to think about what their pc will do on thier turn prior. I can ask but for the most part there is not much I can do. I know many players who pay attention plan ahead and think about what thier pc is going to do prior to there turn. But when it is there turn, there minds go through that process all over again. That is just how some people play. I just grin and bear it. Patience is a virtue for Dms

 

 

#44

Greenstone.Walker

Feb 06, 2015 18:13:30

sirkaikillah11 wrote:
#45

Barky

Feb 06, 2015 18:21:14

DarthMacho wrote:
#46

Barky

Feb 06, 2015 18:25:22

sirkaikillah11 wrote:
#47

Devils-Advocate

Feb 06, 2015 19:22:24

Barky wrote:
#48

sirkaikillah11

Feb 06, 2015 22:49:28

Greenstone.Walker wrote:
#49

Imaculata

Feb 07, 2015 2:54:26

Ranthalan wrote:
#50

Devils-Advocate

Feb 07, 2015 7:50:21

sirkaikillah11 wrote:
#51

ExpendableAgent

Feb 07, 2015 10:08:17

I've developed a couple pet peeves during my short time as a Dm.

 

1.) Players insisting on using any race other than the ones in the PHb. Prior to beginning my first campaign, one of the players presented about 10 different character ideas. Only one was in the PHb (a Dragonborn). The rest were things like wandering scarecrows, homunculi, and I think one was a faerie. He allowed me to veto any I didn't think would work, but gave me a bit of a sour look when I actually did. 

 

It's a little frustrating when someone's character concept can only be achieved by being *the* most special snowflake in the game, especially when DM'ing for the first time and the PHb had only just come out so I had no idea how to go about creating new races. 

 

2.) Not knowing what your spells until you cast them. This one really bogs down some games. There have been times when it's gone like this:

 

Me: Okay, you're casting Dissonant Whispers. What does that do?

 

Player: Ummm...you do a dexterity saving throw...I think.

 

Me: (Reaches for PHb to look up yet another spell)

 

There have been sessions where I've had to do that every five minutes it seemed. 

#52

Archon007

Feb 07, 2015 10:45:29

ExpendableAgent wrote:
#53

Psikerlord

Feb 07, 2015 15:05:33

iserith wrote:
#54

Devils-Advocate

Feb 07, 2015 17:26:54

I don't have a problem with questions, but I do see where Isereth is coming from. Questions don't do anything to advance the action, and in most cases questions can just as easily be parsed as an action their character is taking in an attempt to find the answer they're looking for, which would achieve the same goal in a way that doesn't kill dramatic momentum. "I look for an exit" as opposed to "are there any exits?", etc.

#55

sirkaikillah11

Feb 07, 2015 17:37:37

Devils-Advocate wrote:
#56

ExpendableAgent

Feb 07, 2015 17:41:48

Archon007 wrote:
#57

sirkaikillah11

Feb 07, 2015 17:44:53

Barky wrote:
#58

iserith

Feb 07, 2015 18:13:48

Psikerlord wrote:
(Reply to #58)

sirkaikillah11

iserith wrote:
#60

Devils-Advocate

Feb 07, 2015 23:33:28

...they really didn't remove minor actions though, they just changed the name to bonus action and spun it as something you can only do when an ability grants you an opportunity to do so, instead of a resource you always have, but can only spend when an ability grants you a way to use it. There's no functional difference, it's just presented slightly differently.

#61

Psikerlord

Feb 08, 2015 0:26:26

iserith wrote:
#62

iserith

Feb 08, 2015 5:54:24

sirkaikillah11 wrote:
(Reply to #59)

Coredump00

sirkaikillah11 wrote:
#64

AaronOfBarbaria

Feb 08, 2015 7:26:12

...am I the only DM reading this discussion and getting caught up on the example chosen?

 

I mean, I can follow the discussion and have it clear who things which what about what thing, but I keep reading "Is there an exit?" mentioned as something that a player might ask, and I only see two possible responses to that question if it were asked at my table: A) "Please don't interrupt me while I am telling you what your character can see from where they are located to ask me what your character can see," or B) "I just told you what your character could see around them, please pay better attention in the future so I don't have to repeat myself so much."

#65

sirkaikillah11

Feb 08, 2015 10:29:23

Devils-Advocate wrote:
(Reply to #64)

CCS

AaronOfBarbaria wrote:
#67

sirkaikillah11

Feb 08, 2015 13:25:17

AaronOfBarbaria wrote:
#68

Devils-Advocate

Feb 08, 2015 13:34:50

sirkaikillah11 wrote:
#69

Imaculata

Feb 08, 2015 16:31:31

I've never had any problems with players asking me where the exits are. If anything is unclear, even after telling them where the exits are, I simply draw them a map. I find it hard to imagine how any DM could get upset about that. If you just told them, and they have to ask again, then your description was probably not very clear to begin with.

(Reply to #67)

AaronOfBarbaria

sirkaikillah11 wrote:
#71

Devils-Advocate

Feb 08, 2015 18:16:46

Imaculata wrote:
#72

Vahnyu

Feb 09, 2015 3:23:52

AaronOfBarbaria wrote:
(Reply to #72)

AaronOfBarbaria

Vahnyu wrote:
#74

noman1200

Feb 10, 2015 20:11:53

The pet peevs I have are.

1. Players uesing there character to mean and act like a jerk.

2. The old time players trying to take over. (I have guys playing that have been playing since Chainmail)

#75

sirkaikillah11

Feb 11, 2015 11:10:36

AaronOfBarbaria wrote:
(Reply to #74)

OoftaMeg

noman1200 wrote:
#77

sirkaikillah11

Feb 11, 2015 11:30:09

AaronOfBarbaria wrote:
#78

sirkaikillah11

Feb 11, 2015 11:26:45

noman1200 wrote:
(Reply to #78)

noman1200

sirkaikillah11 wrote:
(Reply to #74)

Ranthalan

noman1200 wrote:
(Reply to #80)

noman1200

Ranthalan wrote:
(Reply to #81)

Ranthalan

noman1200 wrote:
#83

BRJN

Feb 13, 2015 17:17:55

My pet peeves (as a player and once-upon-a-time DM).  Potential solutions also included, so nobody can say I'm just a complainer:

 

- Player does not know what his spells do.  May have cards with incomplete notes.

Solution: type out (not just cut-and-paste) all your spells and bring the sheet along to the game.  If you need to look it up, there it is without   the other 250 pages of rulebook to hide behind.

Full Disclosure: I already do this with my own characters.  Class powers (that do more than change my statistics) too.

 

- Combat spells in 5e do not share much in the way of mechanics.  In one, the PC makes an attack roll.  In another, the DM makes a Save for the target.   Some spells work automatically.

Solution: Big thick book of errata from WotC. 

 

- Player does not know what he wants to do when his turn comes.

Solution: DM can say, "Player X it's your turn.  Player Y, you are up next."  This is a two-minute-warning to the player.  After two minutes (real time), by fiat the stalled PC is readying an action for later.

 

- Player still does not have a legal character after several sessions of half-hearted effort at table

Solution: I have been at one table that asked the player in question to go to an empty table and finish his character, and join back in when done.

Solution 2: There is a Depository of Pre-Gen Characters thread available in the 'Player Help' section of these boards.

 

- Player is tactically inept (as in ignorant or unknowing, not deliberately sabotaging / willfully stupid)

Solution: My city's Public Library has a number of Adventurer's Guidebook or Complete Warrior type sourcebooks, which are full of tactical advice.  Tactics don't go obsolete when Editions do.

Solution 2: More tactically-inclined players can lay out 2 or 3 good options and let the non-tactical PC pick one.  (Requires trust respect and cooperation among the players, of course.)

 

- Player is saving ALL his spell slots for "when we REALLY need them".

Full Disclosure: This was me with 4e Daily powers.

Solution: "Budget" to spend one slot per fight, another if things get out of hand.  If the situation just screams  or  at you, go ahead and Alpha Strike it.

 

- Players do not bring dice &c to game played in FLGS

Solution: Offer them yours once.  On the way out, stop them off by the dice &c display(s) and ask if they could use anything.

 

- Players come up with something clever that I didn't think of and totally nuke my carefully-designed encounter

Solution: TAKE NOTES so the same thing doesn't happen twice!  Then reward the PCs for their victory.